Search arXivSearch

arXiv · 2511.08079

Deep Inverse Shading: Consistent Albedo and Surface Detail Recovery via Generative Refinement

Abstract

Reconstructing human avatars using generative priors is essential for achieving versatile and realistic avatar models. Traditional approaches often rely on volumetric representations guided by generative models, but these methods require extensive volumetric rendering queries, leading to slow training. Alternatively, surface-based representations offer faster optimization through differentiable rasterization, yet they are typically limited by vertex count, restricting mesh resolution and scalability when combined with generative priors. Moreover, integrating generative priors into physically based human avatar modeling remains largely unexplored. To address these challenges, we introduce DIS (Deep Inverse Shading), a unified framework for high-fidelity, relightable avatar reconstruction that incorporates generative priors into a coherent surface representation. DIS centers on a mesh-based model that serves as the target for optimizing both surface and material details. The framework fuses multi-view 2D generative surface normal predictions, rich in detail but often inconsistent, into the central mesh using a normal conversion module. This module converts generative normal outputs into per-triangle surface offsets via differentiable rasterization, enabling the capture of fine geometric details beyond sparse vertex limitations. Additionally, DIS integrates a de-shading module to recover accurate material properties. This module refines albedo predictions by removing baked-in shading and back-propagates reconstruction errors to optimize the geometry. Through joint optimization of geometry and material appearance, DIS achieves physically consistent, high-quality reconstructions suitable for accurate relighting. Our experiments show that DIS delivers SOTA relighting quality, enhanced rendering efficiency, lower memory consumption, and detailed surface reconstruction.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Jiacheng Wu, Ruiqi Zhang, Jie Chen. 2025-11-11. Deep Inverse Shading: Consistent Albedo and Surface Detail Recovery via Generative Refinement. https://arxiv.org/abs/2511.08079

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Opacity Is Not Just Opacity

Web graphics travel with content across pages and themes, where changing backgrounds can require recoloring and maintenance. Opacity already makes a fixed object's appearance depend on its background, yet is usually understood only as how much the object obscures it. In fact, opacity controls the scaling of the object-background color difference; transparency is only one effect of this relationship. Zero places the output at the background and one at the source color, but difference scaling need not stop at either position. We retain the compositing expression and extend the coefficient domain from $[0,1]$ to the real numbers: negative values reverse the difference, whereas values above one expand it in the same direction. We focus on same-direction expansion for reusing Web graphics across backgrounds. Each object carries a fixed source color and coefficient, while the actual background determines the enhancement direction. Background-adaptive contrast enhancement thus becomes part of the object's compositing properties, reducing the design and maintenance of separate color variants. The implementation reuses the original equation without increasing the per-pixel arithmetic operation count within the same pipeline. Enumerating all 8-bit sRGB source colors on 16 predefined light and dark canvases, a fixed $α=1.1$ increases the contrast ratio in 99.8145% of combinations. Without changing source colors, 4.8346% of all combinations newly reach the $3:1$ contrast threshold. Output validation and timing across three browsers demonstrate implementation in the same WebGL pipeline, with no sustained additional runtime observed.

cs.GR

Constrained Program Generation for 3D Reaction Animation with a 0.8B Model

Visualizing a chemical reaction requires making its molecular changes visible while keeping the animation faithful to the stated chemistry. Equations, structural diagrams and molecular viewers provide complementary descriptions, but assembling an interactive three-dimensional explanation still requires specifying the changes and checking their consistency. We present ChemXRG, a domain-specific language (DSL) framework that addresses this gap by representing a reaction animation as an executable program. Persistent atom identifiers and explicit bond, charge and grouping operations connect the symbolic reaction to the displayed transformation. This shared representation lets generation, verification and rendering operate on the same account of what changes. Given known, atom-mapped reactant and product structures, reaction-grounded constraints fix input-determined facts and restrict action choices; execution checks validate the resulting transformation before geometry and frames are constructed. We implement this paradigm with a reaction-program corpus and ChemQwen, a trained 0.8B DSL generator. Paired and component evaluations show improved compiler acceptance and normalized full-program agreement under input-conditioned constraints, while identifying remaining failures that require execution checks. A public browser application demonstrates the connection from symbolic reaction descriptions to inspectable programs and interactive 3D animations.

cs.GR

NaRPA: Navigation and Rendering Pipeline for Astronautics

This paper presents the applications of scientific ray-tracing in modeling and simulating light transport for space-borne image data generation. A ray-tracing engine, the Navigation and Rendering Pipeline for Astronautics (NaRPA), is introduced as a rendering framework to generate virtual datasets and support simulations for robust navigation pipelines. Sensor and environment models that enable the synthesis of space-to-space and ground-to-space virtual observations are presented. The work demonstrates the capabilities of simulating passive and active vision-based sensors using NaRPA to facilitate the design, testing, and verification of aerospace visual navigation algorithms. Additionally, the paper describes a velocimeter LiDAR model and its statistical validation with experimental data.

cs.GR