# IRIS: Inverse Rendering of Indoor Scenes from Low Dynamic Range Images

arXiv: https://arxiv.org/abs/2401.12977 · HTML: https://mlsanity.com/paper/2401.12977/

## Key facts

- Cited by 20 papers in the map (data through 14 Oct 2026).
- Builds on 45 of its 62 references that are in the map.
- First posted on arXiv 23 Jan 2024.

## Builds on (most cited first, 30 of 45)

- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Masked-attention Mask Transformer for Universal Image Segmentation](https://mlsanity.com/paper/2112.01527/) (2021)
- [ScanNet++: A High-Fidelity Dataset of 3D Indoor Scenes](https://mlsanity.com/paper/2308.11417/) (2023)
- [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)
- [MonoSDF: Exploring Monocular Geometric Cues for Neural Implicit Surface Reconstruction](https://mlsanity.com/paper/2206.00665/) (2022)
- [Extracting Triangular 3D Models, Materials, and Lighting From Images](https://mlsanity.com/paper/2111.12503/) (2021)
- [Omnidata: A Scalable Pipeline for Making Multi-Task Mid-Level Vision Datasets from 3D Scans](https://mlsanity.com/paper/2110.04994/) (2021)
- [NeRF in the Dark: High Dynamic Range View Synthesis from Noisy Raw Images](https://mlsanity.com/paper/2111.13679/) (2021)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis](https://mlsanity.com/paper/2302.14859/) (2023)
- [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)
- [TensoIR: Tensorial Inverse Rendering](https://mlsanity.com/paper/2304.12461/) (2023)
- [Shape, Light, and Material Decomposition from Images using Monte Carlo Rendering and Denoising](https://mlsanity.com/paper/2206.03380/) (2022)
- [Learning to Predict Indoor Illumination from a Single Image](https://mlsanity.com/paper/1704.00090/) (2017)
- [Single-Image HDR Reconstruction by Learning to Reverse the Camera Pipeline](https://mlsanity.com/paper/2004.01179/) (2020)
- [Single-Image SVBRDF Capture with a Rendering-Aware Deep Network](https://mlsanity.com/paper/1810.09718/) (2018)
- [HDR-NeRF: High Dynamic Range Neural Radiance Fields](https://mlsanity.com/paper/2111.14451/) (2021)
- [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)
- [ExpandNet: A Deep Convolutional Neural Network for High Dynamic Range Expansion from Low Dynamic Range Content](https://mlsanity.com/paper/1803.02266/) (2018)
- [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)
- [Learning Intrinsic Image Decomposition from Watching the World](https://mlsanity.com/paper/1804.00582/) (2018)
- [OpenRooms: An End-to-End Open Framework for Photorealistic Indoor Scene Datasets](https://mlsanity.com/paper/2007.12868/) (2020)
- [NeILF++: Inter-Reflectable Light Fields for Geometry and Material Estimation](https://mlsanity.com/paper/2303.17147/) (2023)
- [Materials for Masses: SVBRDF Acquisition with a Single Mobile Phone Image](https://mlsanity.com/paper/1804.05790/) (2018)
- [Deep Sky Modeling for Single Image Outdoor Lighting Estimation](https://mlsanity.com/paper/1905.03897/) (2019)

## Built on by (most cited first, 20 of 20)

- [AutoVFX: Physically Realistic Video Editing from Natural Language Instructions](https://mlsanity.com/paper/2411.02394/) (2024)
- [RealX3D: A Physically-Degraded 3D Benchmark for Multi-view Visual Restoration and Reconstruction](https://mlsanity.com/paper/2512.23437/) (2025)
- [HoloScene: Simulation-Ready Interactive 3D Worlds from a Single Video](https://mlsanity.com/paper/2510.05560/) (2025)
- [Generative Multiview Relighting for 3D Reconstruction under Extreme Illumination Variation](https://mlsanity.com/paper/2412.15211/) (2024)
- [LuxRemix: Lighting Decomposition and Remixing for Indoor Scenes](https://mlsanity.com/paper/2601.15283/) (2026)
- [Intrinsic Image Fusion for Multi-View 3D Material Reconstruction](https://mlsanity.com/paper/2512.13157/) (2025)
- [MVInverse: Feed-forward Multi-view Inverse Rendering in Seconds](https://mlsanity.com/paper/2512.21003/) (2025)
- [PIR: Photometric Inverse Rendering with Shading Cues Modeling and Surface Reflectance Regularization](https://mlsanity.com/paper/2408.06828/) (2024)
- [InvSplat: Inverse Feed-Forward Scene Splatting](https://mlsanity.com/paper/2607.02301/) (2026)
- [Decoupled Illumination Priors for Spatially Controllable Multi-View Indoor Scene Relighting](https://mlsanity.com/paper/2607.08879/) (2026)
- [Multi-scale Attention-Guided Intrinsic Decomposition and Rendering Pass Prediction for Facial Images](https://mlsanity.com/paper/2512.16511/) (2025)
- [LightHarmony3D: Harmonizing Illumination and Shadows for Object Insertion in 3D Gaussian Splatting](https://mlsanity.com/paper/2603.29209/) (2026)
- [PhysEditBench: A Protocol-Conditioned Benchmark for Dense Physical-Map Prediction with Image Editors](https://mlsanity.com/paper/2605.13493/) (2026)
- [TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions](https://mlsanity.com/paper/2606.11314/) (2026)
- [Extracting Neural Materials from Images](https://mlsanity.com/paper/2606.26715/) (2026)
- [AEGIR: Modeling Area Emitters for Indoor Inverse Rendering using Gaussian Splatting](https://mlsanity.com/paper/2606.28635/) (2026)
- [RoomLight: A 2.5D Illumination Prior for Indoor Environments](https://mlsanity.com/paper/2609.28300/) (2026)
- [Texture Space Material Diffusion](https://mlsanity.com/paper/2609.37654/) (2026)
- [EvenSplat: Coupled 2D-3D Decomposition for Gaussian Splatting under Exposure and Illumination Variation](https://mlsanity.com/paper/2610.01876/) (2026)
- [Casual Flash Lighting for Gaussian Splat Inverse Rendering](https://mlsanity.com/paper/2610.06035/) (2026)

## Abstract (arXiv)

Inverse rendering seeks to recover 3D geometry, surface material, and lighting from captured images, enabling advanced applications such as novel-view synthesis, relighting, and virtual object insertion. However, most existing techniques rely on high dynamic range (HDR) images as input, limiting accessibility for general users. In response, we introduce IRIS, an inverse rendering framework that recovers the physically based material, spatially-varying HDR lighting, and camera response functions from multi-view, low-dynamic-range (LDR) images. By eliminating the dependence on HDR input, we make inverse rendering technology more accessible. We evaluate our approach on real-world and synthetic scenes and compare it with state-of-the-art methods. Our results show that IRIS effectively recovers HDR lighting, accurate material, and plausible camera response functions, supporting photorealistic relighting and object insertion.
