# RRM: Relightable assets using Radiance guided Material extraction

arXiv: https://arxiv.org/abs/2407.06397 · HTML: https://mlsanity.com/paper/2407.06397/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 20 of its 31 references that are in the map.
- First posted on arXiv 8 Jul 2024.

## Builds on (most cited first, 20 of 20)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Implicit Neural Representations with Periodic Activation Functions](https://mlsanity.com/paper/2006.09661/) (2020)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [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)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [Differentiable Surface Splatting for Point-based Geometry Processing](https://mlsanity.com/paper/1906.04173/) (2019)
- [NeRF-Editing: Geometry Editing of Neural Radiance Fields](https://mlsanity.com/paper/2205.04978/) (2022)
- [Modeling Indirect Illumination for Inverse Rendering](https://mlsanity.com/paper/2204.06837/) (2022)
- [TensoIR: Tensorial Inverse Rendering](https://mlsanity.com/paper/2304.12461/) (2023)
- [NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects from Multiview Images](https://mlsanity.com/paper/2305.17398/) (2023)
- [NerfAcc: A General NeRF Acceleration Toolbox](https://mlsanity.com/paper/2210.04847/) (2022)
- [Inverse Path Tracing for Joint Material and Lighting Estimation](https://mlsanity.com/paper/1903.07145/) (2019)
- [ReLight My NeRF: A Dataset for Novel View Synthesis and Relighting of Real World Objects](https://mlsanity.com/paper/2304.10448/) (2023)
- [Neural Microfacet Fields for Inverse Rendering](https://mlsanity.com/paper/2303.17806/) (2023)
- [Appearance-Driven Automatic 3D Model Simplification](https://mlsanity.com/paper/2104.03989/) (2021)
- [Eclipse: Disambiguating Illumination and Materials using Unintended Shadows](https://mlsanity.com/paper/2305.16321/) (2023)

## Built on by (most cited first, 3 of 3)

- [From Blobs to Spokes: High-Fidelity Surface Reconstruction via Oriented Gaussians](https://mlsanity.com/paper/2604.07337/) (2026)
- [Lighting in Motion: Spatiotemporal HDR Lighting Estimation](https://mlsanity.com/paper/2512.13597/) (2025)
- [Cycle-Consistent Tuning for Layered Image Decomposition](https://mlsanity.com/paper/2602.20989/) (2026)

## Abstract (arXiv)

Synthesizing NeRFs under arbitrary lighting has become a seminal problem in the last few years. Recent efforts tackle the problem via the extraction of physically-based parameters that can then be rendered under arbitrary lighting, but they are limited in the range of scenes they can handle, usually mishandling glossy scenes. We propose RRM, a method that can extract the materials, geometry, and environment lighting of a scene even in the presence of highly reflective objects. Our method consists of a physically-aware radiance field representation that informs physically-based parameters, and an expressive environment light structure based on a Laplacian Pyramid. We demonstrate that our contributions outperform the state-of-the-art on parameter retrieval tasks, leading to high-fidelity relighting and novel view synthesis on surfacic scenes.
