# Material Transforms from Disentangled NeRF Representations

arXiv: https://arxiv.org/abs/2411.08037 · HTML: https://mlsanity.com/paper/2411.08037/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 26 of its 39 references that are in the map.
- First posted on arXiv 12 Nov 2024.

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

- [InstructPix2Pix: Learning to Follow Image Editing Instructions](https://mlsanity.com/paper/2211.09800/) (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)
- [Instruct-NeRF2NeRF: Editing 3D Scenes with Instructions](https://mlsanity.com/paper/2303.12789/) (2023)
- [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)
- [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)
- [NeILF: Neural Incident Light Field for Physically-based Material Estimation](https://mlsanity.com/paper/2203.07182/) (2022)
- [StyleRF: Zero-shot 3D Style Transfer of Neural Radiance Fields](https://mlsanity.com/paper/2303.10598/) (2023)
- [NeILF++: Inter-Reflectable Light Fields for Geometry and Material Estimation](https://mlsanity.com/paper/2303.17147/) (2023)
- [ENVIDR: Implicit Differentiable Renderer with Neural Environment Lighting](https://mlsanity.com/paper/2303.13022/) (2023)
- [ReLight My NeRF: A Dataset for Novel View Synthesis and Relighting of Real World Objects](https://mlsanity.com/paper/2304.10448/) (2023)
- [ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field](https://mlsanity.com/paper/2211.13226/) (2022)
- [NeMF: Inverse Volume Rendering with Neural Microflake Field](https://mlsanity.com/paper/2304.00782/) (2023)
- [SpecNeRF: Gaussian Directional Encoding for Specular Reflections](https://mlsanity.com/paper/2312.13102/) (2023)
- [TensoSDF: Roughness-aware Tensorial Representation for Robust Geometry and Material Reconstruction](https://mlsanity.com/paper/2402.02771/) (2024)
- [Objects With Lighting: A Real-World Dataset for Evaluating Reconstruction and Rendering for Object Relighting](https://mlsanity.com/paper/2401.09126/) (2024)
- [Inverse Rendering of Glossy Objects via the Neural Plenoptic Function and Radiance Fields](https://mlsanity.com/paper/2403.16224/) (2024)
- [Factored-NeuS: Reconstructing Surfaces, Illumination, and Materials of Possibly Glossy Objects](https://mlsanity.com/paper/2305.17929/) (2023)
- [NeRF Analogies: Example-Based Visual Attribute Transfer for NeRFs](https://mlsanity.com/paper/2402.08622/) (2024)
- [NeAI: A Pre-convoluted Representation for Plug-and-Play Neural Ambient Illumination](https://mlsanity.com/paper/2304.08757/) (2023)
- [LAENeRF: Local Appearance Editing for Neural Radiance Fields](https://mlsanity.com/paper/2312.09913/) (2023)

## Built on by (most cited first, 1 of 1)

- [Recent Advances and Trends in Learning-based 3D Representations](https://mlsanity.com/paper/2606.04871/) (2026)

## Abstract (arXiv)

In this paper, we first propose a novel method for transferring material transformations across different scenes. Building on disentangled Neural Radiance Field (NeRF) representations, our approach learns to map Bidirectional Reflectance Distribution Functions (BRDF) from pairs of scenes observed in varying conditions, such as dry and wet. The learned transformations can then be applied to unseen scenes with similar materials, therefore effectively rendering the transformation learned with an arbitrary level of intensity. Extensive experiments on synthetic scenes and real-world objects validate the effectiveness of our approach, showing that it can learn various transformations such as wetness, painting, coating, etc. Our results highlight not only the versatility of our method but also its potential for practical applications in computer graphics. We publish our method implementation, along with our synthetic/real datasets on https://github.com/astra-vision/BRDFTransform
