# Neural Relightable Participating Media Rendering

arXiv: https://arxiv.org/abs/2110.12993 · HTML: https://mlsanity.com/paper/2110.12993/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Builds on 29 of its 55 references that are in the map.
- First posted on arXiv 25 Oct 2021.

## Builds on (most cited first, 29 of 29)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [Implicit Neural Representations with Periodic Activation Functions](https://mlsanity.com/paper/2006.09661/) (2020)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [Occupancy Networks: Learning 3D Reconstruction in Function Space](https://mlsanity.com/paper/1812.03828/) (2018)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [Learning Implicit Fields for Generative Shape Modeling](https://mlsanity.com/paper/1812.02822/) (2018)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Scene Representation Networks: Continuous 3D-Structure-Aware Neural Scene Representations](https://mlsanity.com/paper/1906.01618/) (2019)
- [PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization](https://mlsanity.com/paper/1905.05172/) (2019)
- [Convolutional Occupancy Networks](https://mlsanity.com/paper/2003.04618/) (2020)
- [GRAF: Generative Radiance Fields for 3D-Aware Image Synthesis](https://mlsanity.com/paper/2007.02442/) (2020)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [DeepVoxels: Learning Persistent 3D Feature Embeddings](https://mlsanity.com/paper/1812.01024/) (2018)
- [DISN: Deep Implicit Surface Network for High-quality Single-view 3D Reconstruction](https://mlsanity.com/paper/1905.10711/) (2019)
- [Deep Local Shapes: Learning Local SDF Priors for Detailed 3D Reconstruction](https://mlsanity.com/paper/2003.10983/) (2020)
- [DeepView: View Synthesis with Learned Gradient Descent](https://mlsanity.com/paper/1906.07316/) (2019)
- [Neural Reflectance Fields for Appearance Acquisition](https://mlsanity.com/paper/2008.03824/) (2020)
- [Pushing the Boundaries of View Extrapolation with Multiplane Images](https://mlsanity.com/paper/1905.00413/) (2019)
- [DIST: Rendering Deep Implicit Signed Distance Function with Differentiable Sphere Tracing](https://mlsanity.com/paper/1911.13225/) (2019)
- [Deep Reflectance Volumes: Relightable Reconstructions from Multi-View Photometric Images](https://mlsanity.com/paper/2007.09892/) (2020)
- [Object-Centric Neural Scene Rendering](https://mlsanity.com/paper/2012.08503/) (2020)
- [Neural Light Transport for Relighting and View Synthesis](https://mlsanity.com/paper/2008.03806/) (2020)
- [Inverse Path Tracing for Joint Material and Lighting Estimation](https://mlsanity.com/paper/1903.07145/) (2019)
- [Learning to Synthesize a 4D RGBD Light Field from a Single Image](https://mlsanity.com/paper/1708.03292/) (2017)
- [E-LPIPS: Robust Perceptual Image Similarity via Random Transformation Ensembles](https://mlsanity.com/paper/1906.03973/) (2019)
- [Neural Volume Rendering: NeRF And Beyond](https://mlsanity.com/paper/2101.05204/) (2020)

## Built on by (most cited first, 12 of 12)

- [NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects from Multiview Images](https://mlsanity.com/paper/2305.17398/) (2023)
- [Physics Informed Neural Fields for Smoke Reconstruction with Sparse Data](https://mlsanity.com/paper/2206.06577/) (2022)
- [Relighting Neural Radiance Fields with Shadow and Highlight Hints](https://mlsanity.com/paper/2308.13404/) (2023)
- [ScatterNeRF: Seeing Through Fog with Physically-Based Inverse Neural Rendering](https://mlsanity.com/paper/2305.02103/) (2023)
- [Learning Object-Centric Neural Scattering Functions for Free-Viewpoint Relighting and Scene Composition](https://mlsanity.com/paper/2303.06138/) (2023)
- [BiGS: Bidirectional Gaussian Primitives for Relightable 3D Gaussian Splatting](https://mlsanity.com/paper/2408.13370/) (2024)
- [Fast Image-based Neural Relighting with Translucency-Reflection Modeling](https://mlsanity.com/paper/2306.09322/) (2023)
- [Deep Polarization Cues for Single-shot Shape and Subsurface Scattering Estimation](https://mlsanity.com/paper/2407.08149/) (2024)
- [Volumetric Cloud Field Reconstruction](https://mlsanity.com/paper/2311.17657/) (2023)
- [ESR-NeRF: Emissive Source Reconstruction Using LDR Multi-view Images](https://mlsanity.com/paper/2404.15707/) (2024)
- [Subsurface Scattering for 3D Gaussian Splatting](https://mlsanity.com/paper/2408.12282/) (2024)
- [From Phase to Phenomenon: Self-Supervised Learning of Subsurface Scattering with Minimal Phase-shift Inputs](https://mlsanity.com/paper/2606.29461/) (2026)

## Abstract (arXiv)

Learning neural radiance fields of a scene has recently allowed realistic novel view synthesis of the scene, but they are limited to synthesize images under the original fixed lighting condition. Therefore, they are not flexible for the eagerly desired tasks like relighting, scene editing and scene composition. To tackle this problem, several recent methods propose to disentangle reflectance and illumination from the radiance field. These methods can cope with solid objects with opaque surfaces but participating media are neglected. Also, they take into account only direct illumination or at most one-bounce indirect illumination, thus suffer from energy loss due to ignoring the high-order indirect illumination. We propose to learn neural representations for participating media with a complete simulation of global illumination. We estimate direct illumination via ray tracing and compute indirect illumination with spherical harmonics. Our approach avoids computing the lengthy indirect bounces and does not suffer from energy loss. Our experiments on multiple scenes show that our approach achieves superior visual quality and numerical performance compared to state-of-the-art methods, and it can generalize to deal with solid objects with opaque surfaces as well.
