# Light Sampling Field and BRDF Representation for Physically-based Neural Rendering

arXiv: https://arxiv.org/abs/2304.05472 · HTML: https://mlsanity.com/paper/2304.05472/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 23 of its 41 references that are in the map.
- First posted on arXiv 11 Apr 2023.

## Builds on (most cited first, 23 of 23)

- [pixelNeRF: Neural Radiance Fields from One or Few Images](https://mlsanity.com/paper/2012.02190/) (2020)
- [High-Resolution Image Synthesis and Semantic Manipulation with Conditional GANs](https://mlsanity.com/paper/1711.11585/) (2017)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [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)
- [Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning](https://mlsanity.com/paper/1904.01786/) (2019)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [State of the Art on Neural Rendering](https://mlsanity.com/paper/2004.03805/) (2020)
- [Mixture of Volumetric Primitives for Efficient Neural Rendering](https://mlsanity.com/paper/2103.01954/) (2021)
- [Neural-PIL: Neural Pre-Integrated Lighting for Reflectance Decomposition](https://mlsanity.com/paper/2110.14373/) (2021)
- [Neural Reflectance Fields for Appearance Acquisition](https://mlsanity.com/paper/2008.03824/) (2020)
- [DeRF: Decomposed Radiance Fields](https://mlsanity.com/paper/2011.12490/) (2020)
- [Single Image Portrait Relighting](https://mlsanity.com/paper/1905.00824/) (2019)
- [Pixel Codec Avatars](https://mlsanity.com/paper/2104.04638/) (2021)
- [Light Field Neural Rendering](https://mlsanity.com/paper/2112.09687/) (2021)
- [Deep Reflectance Volumes: Relightable Reconstructions from Multi-View Photometric Images](https://mlsanity.com/paper/2007.09892/) (2020)
- [Neural Light Transport for Relighting and View Synthesis](https://mlsanity.com/paper/2008.03806/) (2020)
- [Deep Shading: Convolutional Neural Networks for Screen-Space Shading](https://mlsanity.com/paper/1603.06078/) (2016)
- [Face Relighting with Geometrically Consistent Shadows](https://mlsanity.com/paper/2203.16681/) (2022)
- [NeLF: Neural Light-transport Field for Portrait View Synthesis and Relighting](https://mlsanity.com/paper/2107.12351/) (2021)
- [A Neural Rendering Framework for Free-Viewpoint Relighting](https://mlsanity.com/paper/1911.11530/) (2019)
- [Self-supervised Learning of Detailed 3D Face Reconstruction](https://mlsanity.com/paper/1910.11791/) (2019)
- [Monocular Reconstruction of Neural Face Reflectance Fields](https://mlsanity.com/paper/2008.10247/) (2020)

## Built on by (most cited first, 4 of 4)

- [Lite2Relight: 3D-aware Single Image Portrait Relighting](https://mlsanity.com/paper/2407.10487/) (2024)
- [SFDM: Robust Decomposition of Geometry and Reflectance for Realistic Face Rendering from Sparse-view Images](https://mlsanity.com/paper/2312.06085/) (2023)
- [Acquisition of Spatially-Varying Reflectance and Surface Normals via Polarized Reflectance Fields](https://mlsanity.com/paper/2412.09772/) (2024)
- [COREA: Coupled Relightable 3D Gaussians and SDFs for Efficient Normal Alignment](https://mlsanity.com/paper/2512.07107/) (2025)

## Abstract (arXiv)

Physically-based rendering (PBR) is key for immersive rendering effects used widely in the industry to showcase detailed realistic scenes from computer graphics assets. A well-known caveat is that producing the same is computationally heavy and relies on complex capture devices. Inspired by the success in quality and efficiency of recent volumetric neural rendering, we want to develop a physically-based neural shader to eliminate device dependency and significantly boost performance. However, no existing lighting and material models in the current neural rendering approaches can accurately represent the comprehensive lighting models and BRDFs properties required by the PBR process. Thus, this paper proposes a novel lighting representation that models direct and indirect light locally through a light sampling strategy in a learned light sampling field. We also propose BRDF models to separately represent surface/subsurface scattering details to enable complex objects such as translucent material (i.e., skin, jade). We then implement our proposed representations with an end-to-end physically-based neural face skin shader, which takes a standard face asset (i.e., geometry, albedo map, and normal map) and an HDRI for illumination as inputs and generates a photo-realistic rendering as output. Extensive experiments showcase the quality and efficiency of our PBR face skin shader, indicating the effectiveness of our proposed lighting and material representations.
