# Stanford-ORB: A Real-World 3D Object Inverse Rendering Benchmark

arXiv: https://arxiv.org/abs/2310.16044 · HTML: https://mlsanity.com/paper/2310.16044/

## Key facts

- Cited by 51 papers in the map (data through 14 Oct 2026).
- Builds on 61 of its 89 references that are in the map.
- First posted on arXiv 24 Oct 2023.

## Builds on (most cited first, 30 of 61)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Segment Anything](https://mlsanity.com/paper/2304.02643/) (2023)
- [DreamFusion: Text-to-3D using 2D Diffusion](https://mlsanity.com/paper/2209.14988/) (2022)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Objaverse: A Universe of Annotated 3D Objects](https://mlsanity.com/paper/2212.08051/) (2022)
- [SuperGlue: Learning Feature Matching with Graph Neural Networks](https://mlsanity.com/paper/1911.11763/) (2019)
- [Depth Map Prediction from a Single Image using a Multi-Scale Deep Network](https://mlsanity.com/paper/1406.2283/) (2014)
- [Differentiable Volumetric Rendering: Learning Implicit 3D Representations without 3D Supervision](https://mlsanity.com/paper/1912.07372/) (2019)
- [Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation](https://mlsanity.com/paper/2303.13873/) (2023)
- [Perceiver-Actor: A Multi-Task Transformer for Robotic Manipulation](https://mlsanity.com/paper/2209.05451/) (2022)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [Deep Marching Tetrahedra: a Hybrid Representation for High-Resolution 3D Shape Synthesis](https://mlsanity.com/paper/2111.04276/) (2021)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [ABO: Dataset and Benchmarks for Real-World 3D Object Understanding](https://mlsanity.com/paper/2110.06199/) (2021)
- [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)
- [HPatches: A benchmark and evaluation of handcrafted and learned local descriptors](https://mlsanity.com/paper/1704.05939/) (2017)
- [Neural-PIL: Neural Pre-Integrated Lighting for Reflectance Decomposition](https://mlsanity.com/paper/2110.14373/) (2021)
- [Inverse Rendering for Complex Indoor Scenes: Shape, Spatially-Varying Lighting and SVBRDF from a Single Image](https://mlsanity.com/paper/1905.02722/) (2019)
- [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)
- [NeRF for Outdoor Scene Relighting](https://mlsanity.com/paper/2112.05140/) (2021)
- [IRON: Inverse Rendering by Optimizing Neural SDFs and Materials from Photometric Images](https://mlsanity.com/paper/2204.02232/) (2022)
- [InverseRenderNet: Learning single image inverse rendering](https://mlsanity.com/paper/1811.12328/) (2018)
- [Deep Reflectance Volumes: Relightable Reconstructions from Multi-View Photometric Images](https://mlsanity.com/paper/2007.09892/) (2020)
- [SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collections](https://mlsanity.com/paper/2205.15768/) (2022)
- [DexPoint: Generalizable Point Cloud Reinforcement Learning for Sim-to-Real Dexterous Manipulation](https://mlsanity.com/paper/2211.09423/) (2022)
- [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)

## Built on by (most cited first, 30 of 51)

- [GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2410.02619/) (2024)
- [DeferredGS: Decoupled and Editable Gaussian Splatting with Deferred Shading](https://mlsanity.com/paper/2404.09412/) (2024)
- [IllumiNeRF: 3D Relighting Without Inverse Rendering](https://mlsanity.com/paper/2406.06527/) (2024)
- [Digital Twin Catalog: A Large-Scale Photorealistic 3D Object Digital Twin Dataset](https://mlsanity.com/paper/2504.08541/) (2025)
- [MaterialFusion: Enhancing Inverse Rendering with Material Diffusion Priors](https://mlsanity.com/paper/2409.15273/) (2024)
- [RelitLRM: Generative Relightable Radiance for Large Reconstruction Models](https://mlsanity.com/paper/2410.06231/) (2024)
- [GeoSplatting: Towards Geometry Guided Gaussian Splatting for Physically-based Inverse Rendering](https://mlsanity.com/paper/2410.24204/) (2024)
- [IDArb: Intrinsic Decomposition for Arbitrary Number of Input Views and Illuminations](https://mlsanity.com/paper/2412.12083/) (2024)
- [ShapeR: Robust Conditional 3D Shape Generation from Casual Captures](https://mlsanity.com/paper/2601.11514/) (2026)
- [UnCommon Objects in 3D](https://mlsanity.com/paper/2501.07574/) (2025)
- [LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance Fields](https://mlsanity.com/paper/2504.20026/) (2025)
- [ReCap: Better Gaussian Relighting with Cross-Environment Captures](https://mlsanity.com/paper/2412.07534/) (2024)
- [GlossyGS: Inverse Rendering of Glossy Objects with 3D Gaussian Splatting](https://mlsanity.com/paper/2410.13349/) (2024)
- [Flash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering](https://mlsanity.com/paper/2409.05867/) (2024)
- [UniLumos: Fast and Unified Image and Video Relighting with Physics-Plausible Feedback](https://mlsanity.com/paper/2511.01678/) (2025)
- [GS-ROR2: Bidirectional-guided 3DGS and SDF for Reflective Object Relighting and Reconstruction](https://mlsanity.com/paper/2406.18544/) (2024)
- [GS-2DGS: Geometrically Supervised 2DGS for Reflective Object Reconstruction](https://mlsanity.com/paper/2506.13110/) (2025)
- [RTR-GS: 3D Gaussian Splatting for Inverse Rendering with Radiance Transfer and Reflection](https://mlsanity.com/paper/2507.07733/) (2025)
- [SuperMat: Physically Consistent PBR Material Estimation at Interactive Rates](https://mlsanity.com/paper/2411.17515/) (2024)
- [ROGR: Relightable 3D Objects using Generative Relighting](https://mlsanity.com/paper/2510.03163/) (2025)
- [SViM3D: Stable Video Material Diffusion for Single Image 3D Generation](https://mlsanity.com/paper/2510.08271/) (2025)
- [TetWeave: Isosurface Extraction using On-The-Fly Delaunay Tetrahedral Grids for Gradient-Based Mesh Optimization](https://mlsanity.com/paper/2505.04590/) (2025)
- [Progressive Radiance Distillation for Inverse Rendering with Gaussian Splatting](https://mlsanity.com/paper/2408.07595/) (2024)
- [PolarAnything: Diffusion-based Polarimetric Image Synthesis](https://mlsanity.com/paper/2507.17268/) (2025)
- [OLATverse: A Large-scale Real-world Object Dataset with Precise Lighting Control](https://mlsanity.com/paper/2511.02483/) (2025)
- [A Real-world Display Inverse Rendering Dataset](https://mlsanity.com/paper/2508.14411/) (2025)
- [Differentiable Light Transport with Gaussian Surfels via Adapted Radiosity for Efficient Relighting and Geometry Reconstruction](https://mlsanity.com/paper/2509.18497/) (2025)
- [LightCity: An Urban Dataset for Outdoor Inverse Rendering and Reconstruction under Multi-illumination Conditions](https://mlsanity.com/paper/2602.01118/) (2026)
- [PBIR-NIE: Glossy Object Capture under Non-Distant Lighting](https://mlsanity.com/paper/2408.06878/) (2024)
- [Twinner: Shining Light on Digital Twins in a Few Snaps](https://mlsanity.com/paper/2503.08382/) (2025)

## Abstract (arXiv)

We introduce Stanford-ORB, a new real-world 3D Object inverse Rendering Benchmark. Recent advances in inverse rendering have enabled a wide range of real-world applications in 3D content generation, moving rapidly from research and commercial use cases to consumer devices. While the results continue to improve, there is no real-world benchmark that can quantitatively assess and compare the performance of various inverse rendering methods. Existing real-world datasets typically only consist of the shape and multi-view images of objects, which are not sufficient for evaluating the quality of material recovery and object relighting. Methods capable of recovering material and lighting often resort to synthetic data for quantitative evaluation, which on the other hand does not guarantee generalization to complex real-world environments. We introduce a new dataset of real-world objects captured under a variety of natural scenes with ground-truth 3D scans, multi-view images, and environment lighting. Using this dataset, we establish the first comprehensive real-world evaluation benchmark for object inverse rendering tasks from in-the-wild scenes, and compare the performance of various existing methods.
