# Multi-view Inverse Rendering for Large-scale Real-world Indoor Scenes

arXiv: https://arxiv.org/abs/2211.10206 · HTML: https://mlsanity.com/paper/2211.10206/

## Key facts

- Cited by 24 papers in the map (data through 14 Oct 2026).
- Builds on 38 of its 75 references that are in the map.
- First posted on arXiv 18 Nov 2022.

## Builds on (most cited first, 30 of 38)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [ScanNet: Richly-annotated 3D Reconstructions of Indoor Scenes](https://mlsanity.com/paper/1702.04405/) (2017)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [Matterport3D: Learning from RGB-D Data in Indoor Environments](https://mlsanity.com/paper/1709.06158/) (2017)
- [The Replica Dataset: A Digital Replica of Indoor Spaces](https://mlsanity.com/paper/1906.05797/) (2019)
- [Hypersim: A Photorealistic Synthetic Dataset for Holistic Indoor Scene Understanding](https://mlsanity.com/paper/2011.02523/) (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)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning](https://mlsanity.com/paper/1904.01786/) (2019)
- [Extracting Triangular 3D Models, Materials, and Lighting From Images](https://mlsanity.com/paper/2111.12503/) (2021)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [Inverse Rendering for Complex Indoor Scenes: Shape, Spatially-Varying Lighting and SVBRDF from a Single Image](https://mlsanity.com/paper/1905.02722/) (2019)
- [Neural Reflectance Fields for Appearance Acquisition](https://mlsanity.com/paper/2008.03824/) (2020)
- [Modeling Indirect Illumination for Inverse Rendering](https://mlsanity.com/paper/2204.06837/) (2022)
- [Learning to Predict Indoor Illumination from a Single Image](https://mlsanity.com/paper/1704.00090/) (2017)
- [NeRFactor: Neural Factorization of Shape and Reflectance Under an Unknown Illumination](https://mlsanity.com/paper/2106.01970/) (2021)
- [IRON: Inverse Rendering by Optimizing Neural SDFs and Materials from Photometric Images](https://mlsanity.com/paper/2204.02232/) (2022)
- [NeILF: Neural Incident Light Field for Physically-based Material Estimation](https://mlsanity.com/paper/2203.07182/) (2022)
- [Neural Inverse Rendering of an Indoor Scene from a Single Image](https://mlsanity.com/paper/1901.02453/) (2019)
- [UniFuse: Unidirectional Fusion for 360circ Panorama Depth Estimation](https://mlsanity.com/paper/2102.03550/) (2021)
- [Learning Physics-guided Face Relighting under Directional Light](https://mlsanity.com/paper/1906.03355/) (2019)
- [CGIntrinsics: Better Intrinsic Image Decomposition through Physically-Based Rendering](https://mlsanity.com/paper/1808.08601/) (2018)
- [Deep Parametric Indoor Lighting Estimation](https://mlsanity.com/paper/1910.08812/) (2019)
- [Learning Indoor Inverse Rendering with 3D Spatially-Varying Lighting](https://mlsanity.com/paper/2109.06061/) (2021)
- [OpenRooms: An End-to-End Open Framework for Photorealistic Indoor Scene Datasets](https://mlsanity.com/paper/2007.12868/) (2020)
- [Fast Spatially-Varying Indoor Lighting Estimation](https://mlsanity.com/paper/1906.03799/) (2019)
- [Unified Shape and SVBRDF Recovery using Differentiable Monte Carlo Rendering](https://mlsanity.com/paper/2103.15208/) (2021)
- [R2L: Distilling Neural Radiance Field to Neural Light Field for Efficient Novel View Synthesis](https://mlsanity.com/paper/2203.17261/) (2022)
- [PS-NeRF: Neural Inverse Rendering for Multi-view Photometric Stereo](https://mlsanity.com/paper/2207.11406/) (2022)

## Built on by (most cited first, 24 of 24)

- [DiffPano: Scalable and Consistent Text to Panorama Generation with Spherical Epipolar-Aware Diffusion](https://mlsanity.com/paper/2410.24203/) (2024)
- [LumiNet: Latent Intrinsics Meets Diffusion Models for Indoor Scene Relighting](https://mlsanity.com/paper/2412.00177/) (2024)
- [A Diffusion Approach to Radiance Field Relighting using Multi-Illumination Synthesis](https://mlsanity.com/paper/2409.08947/) (2024)
- [NeISF: Neural Incident Stokes Field for Geometry and Material Estimation](https://mlsanity.com/paper/2311.13187/) (2023)
- [ScribbleLight: Single Image Indoor Relighting with Scribbles](https://mlsanity.com/paper/2411.17696/) (2024)
- [Factorized Inverse Path Tracing for Efficient and Accurate Material-Lighting Estimation](https://mlsanity.com/paper/2304.05669/) (2023)
- [LightSim: Neural Lighting Simulation for Urban Scenes](https://mlsanity.com/paper/2312.06654/) (2023)
- [DNF-Intrinsic: Deterministic Noise-Free Diffusion for Indoor Inverse Rendering](https://mlsanity.com/paper/2507.03924/) (2025)
- [GaRe: Relightable 3D Gaussian Splatting for Outdoor Scenes from Unconstrained Photo Collections](https://mlsanity.com/paper/2507.20512/) (2025)
- [Materialist: Physically Based Editing Using Single-Image Inverse Rendering](https://mlsanity.com/paper/2501.03717/) (2025)
- [LuxRemix: Lighting Decomposition and Remixing for Indoor Scenes](https://mlsanity.com/paper/2601.15283/) (2026)
- [VQ-NeRF: Neural Reflectance Decomposition and Editing with Vector Quantization](https://mlsanity.com/paper/2310.11864/) (2023)
- [GR3EN: Generative Relighting for 3D Environments](https://mlsanity.com/paper/2601.16272/) (2026)
- [OMG: Opacity Matters in Material Modeling with Gaussian Splatting](https://mlsanity.com/paper/2502.10988/) (2025)
- [ESR-NeRF: Emissive Source Reconstruction Using LDR Multi-view Images](https://mlsanity.com/paper/2404.15707/) (2024)
- [PIR: Photometric Inverse Rendering with Shading Cues Modeling and Surface Reflectance Regularization](https://mlsanity.com/paper/2408.06828/) (2024)
- [Physically-Based Photometric Bundle Adjustment in Non-Lambertian Environments](https://mlsanity.com/paper/2409.11854/) (2024)
- [ReLumix: Extending Image Relighting to Video via Video Diffusion Models](https://mlsanity.com/paper/2509.23769/) (2025)
- [EAG-PT: Emission-Aware Gaussians and Path Tracing for Diffuse Indoor Scene Reconstruction and Editing](https://mlsanity.com/paper/2601.23065/) (2026)
- [SIR: Multi-view Inverse Rendering with Decomposable Shadow Under Indoor Intense Lighting](https://mlsanity.com/paper/2402.06136/) (2024)
- [Physically Plausible Human-Object Rendering from Sparse Views via 3D Gaussian Splatting](https://mlsanity.com/paper/2503.09640/) (2025)
- [SyncLight: Single-Edit Multi-View Relighting](https://mlsanity.com/paper/2601.16981/) (2026)
- [Relighting as a Probe of Visual Priors via Augmented Latent Intrinsics](https://mlsanity.com/paper/2602.01391/) (2026)
- [Casual Flash Lighting for Gaussian Splat Inverse Rendering](https://mlsanity.com/paper/2610.06035/) (2026)

## Abstract (arXiv)

We present a efficient multi-view inverse rendering method for large-scale real-world indoor scenes that reconstructs global illumination and physically-reasonable SVBRDFs. Unlike previous representations, where the global illumination of large scenes is simplified as multiple environment maps, we propose a compact representation called Texture-based Lighting (TBL). It consists of 3D mesh and HDR textures, and efficiently models direct and infinite-bounce indirect lighting of the entire large scene. Based on TBL, we further propose a hybrid lighting representation with precomputed irradiance, which significantly improves the efficiency and alleviates the rendering noise in the material optimization. To physically disentangle the ambiguity between materials, we propose a three-stage material optimization strategy based on the priors of semantic segmentation and room segmentation. Extensive experiments show that the proposed method outperforms the state-of-the-art quantitatively and qualitatively, and enables physically-reasonable mixed-reality applications such as material editing, editable novel view synthesis and relighting. The project page is at https://lzleejean.github.io/TexIR.
