arXiv:2607. 28047v1 Announce Type: cross Abstract: Time-varying implicit neural representations (INRs) provide a compact representation of scientific volumes and, for modalities such as dynamic X-ray computed tomography (CT), are often the only practical way to represent the data.
By Alper Sahistan, Haichao Miao, Zhimin Li, Peer-Timo Bremer, Joshua A Levine, Valerio Pascucci
Time-varying implicit neural representations (INRs) provide a compact representation of scientific volumes and, for modalities such as dynamic X-ray computed tomography (CT), are often the only practical way to represent the data. However, interactive volume rendering of INRs is challenging, as cheap memory lookups are replaced by expensive neural inferences, hindering the performance.
arXiv:2512.06174v3 Announce Type: replace
Abstract: Generating realistic cast shadows for inserted foreground objects requires reasoning about scene geometry and illumination. However, most learning-...
By Shilin Hu, Jingyi Xu, Akshat Dave, Dimitris Samaras, Hieu Le
WildShadowRemover is a framework that adapts a pretrained video diffusion model for robust in-the-wild video shadow removal using LoRA fine-tuning. It augments the frozen VAE decoder with a detail injection module and introduces a shadow‑mask‑guided frequency‑decomposed modulation module to restore high‑frequency textures while suppressing shadow artifacts, with monocular depth priors providing geometry‑aware guidance. The authors also create WildShadow, a large‑scale paired video shadow removal dataset, and show that their method outperforms existing approaches in shadow removal quality, temporal consistency, and generalization across challenging real‑world scenarios.
By Jiamin Xu, Cong Wang, Zheng Dong, Chi Wang, Renshu Gu, Weiwei Xu, Gang Xu
PureLight introduces a neural approach to estimate the appearance of complex luminaires that are difficult for traditional path tracing, such as small emitters surrounded by multiple specular layers. The method uses light tracing to build paths from emitters to exit surfaces and learns the probability density function of outgoing radiance with a large normalizing flow network, then distills this into a lightweight MLP for efficient inference. Additionally, a sampling network and a blending network are trained to compute direct illumination and composite the luminaire into arbitrary scenes, enabling low‑sample rendering of challenging luminaires.
By Pedro Figueiredo, Zixuan Li, Beibei Wang, Milo\v{s} Ha\v{s}an, Nima Khademi Kalantari
Existing supervised and unsupervised shadow removal methods often suffer from limited generalization due to the insufficient diversity of available training datasets, while zero-shot methods tend to produce artifacts and require time-consuming test-time optimization. To address these issues, we propose FreeShadow, a training-free shadow removal method built upon pretrained diffusion models, which exploits diffusion priors for shadow removal without any training or optimization.
Recent advances in neural scene representations enable photorealistic novel-view synthesis, yet most methods remain tightly coupled to a single rendering paradigm, limiting their versatility and integration with conventional graphics workflows. We introduce Floating Radiance Networks (FlaRe), a neural scene representation combining explicit ray-traceable geometry with continuous neural radiance functions.
GS-PI introduces an optimization‑decoupled framework that transforms Gaussian Splatting (GS) assets into physically based rendering (PBR) compatible Gaussian assets. By treating PBR material generation as a geometry‑conditioned diffusion process on 3D point clouds, it achieves multi‑view consistency and avoids the pixel‑correspondence problems of 2D diffusion. The method employs a multi‑scale cross‑view conditioning mechanism—combining global semantic priors, photometric cues, and spatial view‑direction signals—to prevent specular highlights from baking into intrinsic colors, and then distills the predicted attributes back into a fully relightable PBR‑GS asset without requiring proxy meshes.
By Jieting Xu, Rengan Xie, Zijian Huang, Zehui Jin, Rui Wang, Yuchi Huo
The paper introduces SVRecon, a generalizable neural surface reconstruction framework that uses sparse volumetric representations to achieve high-resolution 3D reconstruction. It employs a two-stage architecture: first predicting occupied voxels with an occupancy network, then rendering only within those regions using specialized sparse algorithms. This approach allows reconstruction at resolutions up to 512³ on 32 GB hardware, producing smoother and more precise surfaces, especially in sparse-view scenarios.
By Aoxiang Fan, Corentin Dumery, Nicolas Talabot, Ming Xu, Hieu Le, Pascal Fua
arXiv:2606. 30380v2 Announce Type: replace-cross Abstract: We present RenderFormer++, a scalable and physics-informed feed-forward neural rendering framework for global illumination in mesh scenes.
By Huangsheng Du, Haoran Zhu, Youcheng Cai, Jingyang Meng, Ligang Liu
arXiv:2609.23169v1 Announce Type: new
Abstract: High-quality texture generation is essential for creating realistic and production-ready 3D assets. Recent multi-view diffusion methods have shown prom...
By Yibo Zhang, Ze Yuan, Nan Cao, Li Zhang, Yan-Pei Cao, Yuan-Chen Guo, Rui Ma
arXiv:2609.28300v1 Announce Type: new
Abstract: Ill-posed inverse problems require priors to constrain the solution space toward plausible outcomes. In inverse rendering, learned priors modeling the...
By Andreea Ardelean, Bernhard Egger