Do Image Editing Models Understand Lighting?
arXiv:2606.26738v3 Announce Type: replace Abstract: While recent advancements in generative image editing models have achieved stunning visual fidelity, it remains an open question whether these syst...
arXiv:2606.26738v3 Announce Type: replace Abstract: While recent advancements in generative image editing models have achieved stunning visual fidelity, it remains an open question whether these syst...
arXiv:2606. 00219v1 Announce Type: cross Abstract: We are witnessing a surge in observations of the cosmic dawn (CD) and epoch of reionisation (EoR), driving an increasing demand for fast and robust theoretical interpretation frameworks.
Editable 3D scene creation requires object instances and lights that can be inspected, moved, and imported into standard engines, yet existing single-image methods largely stop at room-scale geometry, baked/global illumination, or text-driven generation. We introduce Lumera (Light-aware Unified Engine-native Reconstruction and Assembly), a benchmark and reference pipeline for engine-native, light-aware 3D scene parsing from a single image.
arXiv:2610.19847v1 Announce Type: new Abstract: We address inverse rendering with 3D Gaussian Splatting (3DGS) by introducing explicit visibility modeling for relighting as well as material and light...
The paper demonstrates that a self‑supervised Vision Transformer (ViT) pretrained on a fast, low‑cost semi‑numerical simulator can produce data summaries that transfer across different simulators without retraining. In 21cm cosmology, the ViT—named SKATR—pretrained on 67,000 21cmFAST lightcones is applied unchanged to hydrodynamical Loreli II lightcones, enabling accurate inference of five astrophysical parameters with fewer radiative‑transfer simulations than a fully‑supervised baseline. SKATR remains accurate, informative, and calibrated even under realistic SKA antenna array noise, outperforming supervised models retrained on noisy data.
Efficient Confidence-Aware Densification for 3DGS proposes a new densification strategy for 3D Gaussian Splatting that replaces opacity-based sampling with error-driven placement of primitives. The method keeps a fixed primitive budget and places new primitives where image error and low learned confidence are highest, relocating under-contributing primitives accordingly. Across 24 scenes, it outperforms existing fixed-budget methods—including 3DGS-MCMC, ConeGS, and EDGS—in PSNR, SSIM, and LPIPS at budgets from 100k to 2M primitives, and can also leverage prior-based initialization to match or exceed prior methods.
arXiv:2607. 05522v1 Announce Type: cross Abstract: 3D Gaussian splatting (3DGS) is a strong representation for real-time novel-view synthesis, but its standard training pipeline relies on point estimates and hand-tuned heuristics, providing no native uncertainty or principled complexity control.
The paper introduces a benchmark called Shedding Light to evaluate how well generative image models understand and reproduce lighting. The benchmark tests models by asking them to inpaint a simple object, called a light probe, into real photographs and then compares the generated probe to the ground truth to assess lighting direction, colour, and radiance. The authors provide a scalable protocol and open-source code and data for systematic assessment of photometric accuracy in future models.
3D Gaussian Splatting (3DGS) renders novel views in real time, but an uncertainty heatmap does not certify that a rendered view meets a certain prediction coverage. We treat novel-view synthesis as st...
arXiv:2609.10307v1 Announce Type: cross Abstract: 3D Gaussian Splatting (3DGS) renders novel views in real time, but an uncertainty heatmap does not certify that a rendered view meets a certain predi...
arXiv:2610.32075v1 Announce Type: new Abstract: Feed-forward neural renderers synthesize global illumination across novel 3D scenes without per-scene optimization or runtime ray tracing. Existing tra...
arXiv:2608.23206v1 Announce Type: new Abstract: We study spherical occupancy profiles-the ray-wise occupancy probability profiles P(r) = T(r) o(r) distilled from multi-view 3D Gaussian reconstruction...