# Flash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering

arXiv: https://arxiv.org/abs/2409.05867 · HTML: https://mlsanity.com/paper/2409.05867/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Builds on 26 of its 49 references that are in the map.
- First posted on arXiv 9 Sep 2024.

## Builds on (most cited first, 26 of 26)

- [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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [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)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Extracting Triangular 3D Models, Materials, and Lighting From Images](https://mlsanity.com/paper/2111.12503/) (2021)
- [NeRF in the Dark: High Dynamic Range View Synthesis from Noisy Raw Images](https://mlsanity.com/paper/2111.13679/) (2021)
- [Learning to Predict 3D Objects with an Interpolation-based Differentiable Renderer](https://mlsanity.com/paper/1908.01210/) (2019)
- [BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis](https://mlsanity.com/paper/2302.14859/) (2023)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [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)
- [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)
- [NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects from Multiview Images](https://mlsanity.com/paper/2305.17398/) (2023)
- [Neural Importance Sampling](https://mlsanity.com/paper/1808.03856/) (2018)
- [NeILF: Neural Incident Light Field for Physically-based Material Estimation](https://mlsanity.com/paper/2203.07182/) (2022)
- [Real-time Neural Radiance Caching for Path Tracing](https://mlsanity.com/paper/2106.12372/) (2021)
- [NeILF++: Inter-Reflectable Light Fields for Geometry and Material Estimation](https://mlsanity.com/paper/2303.17147/) (2023)
- [Stanford-ORB: A Real-World 3D Object Inverse Rendering Benchmark](https://mlsanity.com/paper/2310.16044/) (2023)
- [Neural Microfacet Fields for Inverse Rendering](https://mlsanity.com/paper/2303.17806/) (2023)
- [OpenIllumination: A Multi-Illumination Dataset for Inverse Rendering Evaluation on Real Objects](https://mlsanity.com/paper/2309.07921/) (2023)
- [NeRF as a Non-Distant Environment Emitter in Physics-based Inverse Rendering](https://mlsanity.com/paper/2402.04829/) (2024)

## Built on by (most cited first, 12 of 12)

- [PBR-NeRF: Inverse Rendering with Physics-Based Neural Fields](https://mlsanity.com/paper/2412.09680/) (2024)
- [Generative Multiview Relighting for 3D Reconstruction under Extreme Illumination Variation](https://mlsanity.com/paper/2412.15211/) (2024)
- [ROGR: Relightable 3D Objects using Generative Relighting](https://mlsanity.com/paper/2510.03163/) (2025)
- [MVInverse: Feed-forward Multi-view Inverse Rendering in Seconds](https://mlsanity.com/paper/2512.21003/) (2025)
- [GR3EN: Generative Relighting for 3D Environments](https://mlsanity.com/paper/2601.16272/) (2026)
- [Differentiable Light Transport with Gaussian Surfels via Adapted Radiosity for Efficient Relighting and Geometry Reconstruction](https://mlsanity.com/paper/2509.18497/) (2025)
- [OMG: Opacity Matters in Material Modeling with Gaussian Splatting](https://mlsanity.com/paper/2502.10988/) (2025)
- [Radiometrically Consistent Gaussian Surfels for Inverse Rendering](https://mlsanity.com/paper/2603.01491/) (2026)
- [Neural Inverse Rendering from Propagating Light](https://mlsanity.com/paper/2506.05347/) (2025)
- [Rotated Lights for Consistent and Efficient 2D Gaussians Inverse Rendering](https://mlsanity.com/paper/2602.08724/) (2026)
- [Diffusion-Based Material Regularization for Physics-Based Inverse Rendering](https://mlsanity.com/paper/2606.31065/) (2026)
- [Plenoptic Condensation: A Novel Approach to Generalized Scene Reconstruction](https://mlsanity.com/paper/2607.18151/) (2026)

## Abstract (arXiv)

State-of-the-art techniques for 3D reconstruction are largely based on volumetric scene representations, which require sampling multiple points to compute the color arriving along a ray. Using these representations for more general inverse rendering -- reconstructing geometry, materials, and lighting from observed images -- is challenging because recursively path-tracing such volumetric representations is expensive. Recent works alleviate this issue through the use of radiance caches: data structures that store the steady-state, infinite-bounce radiance arriving at any point from any direction. However, these solutions rely on approximations that introduce bias into the renderings and, more importantly, into the gradients used for optimization. We present a method that avoids these approximations while remaining computationally efficient. In particular, we leverage two techniques to reduce variance for unbiased estimators of the rendering equation: (1) an occlusion-aware importance sampler for incoming illumination and (2) a fast cache architecture that can be used as a control variate for the radiance from a high-quality, but more expensive, volumetric cache. We show that by removing these biases our approach improves the generality of radiance cache based inverse rendering, as well as increasing quality in the presence of challenging light transport effects such as specular reflections.
