# WildCap: Facial Albedo Capture in the Wild via Hybrid Inverse Rendering

arXiv: https://arxiv.org/abs/2512.11237 · HTML: https://mlsanity.com/paper/2512.11237/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 49 of its 78 references that are in the map.
- First posted on arXiv 12 Dec 2025.

## Builds on (most cited first, 30 of 49)

- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
- [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)
- [Diffusion Posterior Sampling for General Noisy Inverse Problems](https://mlsanity.com/paper/2209.14687/) (2022)
- [Image Super-Resolution Using Very Deep Residual Channel Attention Networks](https://mlsanity.com/paper/1807.02758/) (2018)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Neural Fields in Visual Computing and Beyond](https://mlsanity.com/paper/2111.11426/) (2021)
- [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)
- [Neural-PIL: Neural Pre-Integrated Lighting for Reflectance Decomposition](https://mlsanity.com/paper/2110.14373/) (2021)
- [NeRSemble: Multi-view Radiance Field Reconstruction of Human Heads](https://mlsanity.com/paper/2305.03027/) (2023)
- [Modeling Indirect Illumination for Inverse Rendering](https://mlsanity.com/paper/2204.06837/) (2022)
- [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)
- [Learning Formation of Physically-Based Face Attributes](https://mlsanity.com/paper/2004.03458/) (2020)
- [AvatarMe: Realistically Renderable 3D Facial Reconstruction "in-the-wild"](https://mlsanity.com/paper/2003.13845/) (2020)
- [DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance](https://mlsanity.com/paper/2304.03117/) (2023)
- [Learning to Relight Portrait Images via a Virtual Light Stage and Synthetic-to-Real Adaptation](https://mlsanity.com/paper/2209.10510/) (2022)
- [SwitchLight: Co-design of Physics-driven Architecture and Pre-training Framework for Human Portrait Relighting](https://mlsanity.com/paper/2402.18848/) (2024)
- [IntrinsicAnything: Learning Diffusion Priors for Inverse Rendering Under Unknown Illumination](https://mlsanity.com/paper/2404.11593/) (2024)
- [A Morphable Face Albedo Model](https://mlsanity.com/paper/2004.02711/) (2020)
- [AvatarMe++: Facial Shape and BRDF Inference with Photorealistic Rendering-Aware GANs](https://mlsanity.com/paper/2112.05957/) (2021)
- [Neural-PBIR Reconstruction of Shape, Material, and Illumination](https://mlsanity.com/paper/2304.13445/) (2023)
- [URAvatar: Universal Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2410.24223/) (2024)
- [FLARE: Fast Learning of Animatable and Relightable Mesh Avatars](https://mlsanity.com/paper/2310.17519/) (2023)
- [FitMe: Deep Photorealistic 3D Morphable Model Avatars](https://mlsanity.com/paper/2305.09641/) (2023)
- [Practical Face Reconstruction via Differentiable Ray Tracing](https://mlsanity.com/paper/2101.05356/) (2021)
- [Towards Racially Unbiased Skin Tone Estimation via Scene Disambiguation](https://mlsanity.com/paper/2205.03962/) (2022)

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

- [Learning a Delighting Prior for Facial Appearance Capture in the Wild](https://mlsanity.com/paper/2605.05636/) (2026)

## Abstract (arXiv)

Existing methods achieve high-quality facial albedo capture under controllable lighting, which increases capture cost and limits usability. We propose WildCap, a novel method for high-quality facial albedo capture from a smartphone video recorded in the wild. To disentangle high-quality albedo from complex lighting effects in in-the-wild captures, we propose a novel hybrid inverse rendering framework. We first apply a data-driven method, i.e., SwitchLight, to convert the captured images into more constrained conditions and then adopt model-based inverse rendering. However, unavoidable local artifacts in network predictions, such as shadow-baking, are non-physical and thus hinder accurate inverse rendering of lighting and material. To address this, we propose a novel texel grid lighting model to explain non-physical effects as clean albedo illuminated by local physical lighting. During optimization, we jointly sample a diffusion prior for the albedo map and optimize the lighting, effectively resolving scale ambiguity between local lights and albedo. Other reflectance maps are then predicted from the albedo. Our method achieves significantly better results than prior arts in the same capture setup, closing the quality gap between in-the-wild and controllable recordings by a large margin.
