# VQ-NeRF: Neural Reflectance Decomposition and Editing with Vector Quantization

arXiv: https://arxiv.org/abs/2310.11864 · HTML: https://mlsanity.com/paper/2310.11864/

## Key facts

- Cited by 8 papers in the map (data through 14 Oct 2026).
- Builds on 28 of its 43 references that are in the map.
- First posted on arXiv 18 Oct 2023.

## Builds on (most cited first, 28 of 28)

- [Neural Discrete Representation Learning](https://mlsanity.com/paper/1711.00937/) (2017)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Vector-quantized Image Modeling with Improved VQGAN](https://mlsanity.com/paper/2110.04627/) (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)
- [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)
- [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)
- [Modeling Indirect Illumination for Inverse Rendering](https://mlsanity.com/paper/2204.06837/) (2022)
- [Shape, Light, and Material Decomposition from Images using Monte Carlo Rendering and Denoising](https://mlsanity.com/paper/2206.03380/) (2022)
- [Single-Image SVBRDF Capture with a Rendering-Aware Deep Network](https://mlsanity.com/paper/1810.09718/) (2018)
- [NeILF: Neural Incident Light Field for Physically-based Material Estimation](https://mlsanity.com/paper/2203.07182/) (2022)
- [Neural Fields meet Explicit Geometric Representation for Inverse Rendering of Urban Scenes](https://mlsanity.com/paper/2304.03266/) (2023)
- [PS-NeRF: Neural Inverse Rendering for Multi-view Photometric Stereo](https://mlsanity.com/paper/2207.11406/) (2022)
- [Two-shot Spatially-varying BRDF and Shape Estimation](https://mlsanity.com/paper/2004.00403/) (2020)
- [Theory and Experiments on Vector Quantized Autoencoders](https://mlsanity.com/paper/1805.11063/) (2018)
- [Modeling Surface Appearance from a Single Photograph using Self-augmented Convolutional Neural Networks](https://mlsanity.com/paper/1809.00886/) (2018)
- [Flexible SVBRDF Capture with a Multi-Image Deep Network](https://mlsanity.com/paper/1906.11557/) (2019)
- [IntrinsicNeRF: Learning Intrinsic Neural Radiance Fields for Editable Novel View Synthesis](https://mlsanity.com/paper/2210.00647/) (2022)
- [NeMF: Inverse Volume Rendering with Neural Microflake Field](https://mlsanity.com/paper/2304.00782/) (2023)
- [LIME: Live Intrinsic Material Estimation](https://mlsanity.com/paper/1801.01075/) (2018)
- [Multi-view Inverse Rendering for Large-scale Real-world Indoor Scenes](https://mlsanity.com/paper/2211.10206/) (2022)
- [Mean Shift Mask Transformer for Unseen Object Instance Segmentation](https://mlsanity.com/paper/2211.11679/) (2022)
- [PaletteNeRF: Palette-based Color Editing for NeRFs](https://mlsanity.com/paper/2212.12871/) (2022)
- [Multi-view Gradient Consistency for SVBRDF Estimation of Complex Scenes under Natural Illumination](https://mlsanity.com/paper/2202.13017/) (2022)

## Built on by (most cited first, 8 of 8)

- [Compact 3D Scene Representation via Self-Organizing Gaussian Grids](https://mlsanity.com/paper/2312.13299/) (2023)
- [Neural Radiance Field-based Visual Rendering: A Comprehensive Review](https://mlsanity.com/paper/2404.00714/) (2024)
- [Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE](https://mlsanity.com/paper/2408.05477/) (2024)
- [Aerial-NeRF: Adaptive Spatial Partitioning and Sampling for Large-Scale Aerial Rendering](https://mlsanity.com/paper/2405.06214/) (2024)
- [PIR: Photometric Inverse Rendering with Shading Cues Modeling and Surface Reflectance Regularization](https://mlsanity.com/paper/2408.06828/) (2024)
- [Squeeze3D: Extreme Neural Compression with Latent Space Bridging](https://mlsanity.com/paper/2506.07932/) (2025)
- [LooC: Effective Low-Dimensional Codebook for Compositional Vector Quantization](https://mlsanity.com/paper/2601.00222/) (2026)
- [CAGS: Color-Adaptive Volumetric Video Streaming with Dynamic 3D Gaussian Splatting](https://mlsanity.com/paper/2605.09279/) (2026)

## Abstract (arXiv)

We propose VQ-NeRF, a two-branch neural network model that incorporates Vector Quantization (VQ) to decompose and edit reflectance fields in 3D scenes. Conventional neural reflectance fields use only continuous representations to model 3D scenes, despite the fact that objects are typically composed of discrete materials in reality. This lack of discretization can result in noisy material decomposition and complicated material editing. To address these limitations, our model consists of a continuous branch and a discrete branch. The continuous branch follows the conventional pipeline to predict decomposed materials, while the discrete branch uses the VQ mechanism to quantize continuous materials into individual ones. By discretizing the materials, our model can reduce noise in the decomposition process and generate a segmentation map of discrete materials. Specific materials can be easily selected for further editing by clicking on the corresponding area of the segmentation outcomes. Additionally, we propose a dropout-based VQ codeword ranking strategy to predict the number of materials in a scene, which reduces redundancy in the material segmentation process. To improve usability, we also develop an interactive interface to further assist material editing. We evaluate our model on both computer-generated and real-world scenes, demonstrating its superior performance. To the best of our knowledge, our model is the first to enable discrete material editing in 3D scenes.
