# MatDecompSDF: High-Fidelity 3D Shape and PBR Material Decomposition from Multi-View Images

arXiv: https://arxiv.org/abs/2507.04749 · HTML: https://mlsanity.com/paper/2507.04749/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 9 of its 63 references that are in the map.
- First posted on arXiv 7 Jul 2025.

## Builds on (most cited first, 9 of 9)

- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [Magic3D: High-Resolution Text-to-3D Content Creation](https://mlsanity.com/paper/2211.10440/) (2022)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation](https://mlsanity.com/paper/2303.13873/) (2023)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [TEXTure: Text-Guided Texturing of 3D Shapes](https://mlsanity.com/paper/2302.01721/) (2023)
- [Neural-PIL: Neural Pre-Integrated Lighting for Reflectance Decomposition](https://mlsanity.com/paper/2110.14373/) (2021)
- [Contrastive Positive Sample Propagation along the Audio-Visual Event Line](https://mlsanity.com/paper/2211.09980/) (2022)
- [Iterative Context-Aware Graph Inference for Visual Dialog](https://mlsanity.com/paper/2004.02194/) (2020)

## Abstract (arXiv)

We present MatDecompSDF, a novel framework for recovering high-fidelity 3D shapes and decomposing their physically-based material properties from multi-view images. The core challenge of inverse rendering lies in the ill-posed disentanglement of geometry, materials, and illumination from 2D observations. Our method addresses this by jointly optimizing three neural components: a neural Signed Distance Function (SDF) to represent complex geometry, a spatially-varying neural field for predicting PBR material parameters (albedo, roughness, metallic), and an MLP-based model for capturing unknown environmental lighting. The key to our approach is a physically-based differentiable rendering layer that connects these 3D properties to the input images, allowing for end-to-end optimization. We introduce a set of carefully designed physical priors and geometric regularizations, including a material smoothness loss and an Eikonal loss, to effectively constrain the problem and achieve robust decomposition. Extensive experiments on both synthetic and real-world datasets (e.g., DTU) demonstrate that MatDecompSDF surpasses state-of-the-art methods in geometric accuracy, material fidelity, and novel view synthesis. Crucially, our method produces editable and relightable assets that can be seamlessly integrated into standard graphics pipelines, validating its practical utility for digital content creation.
