LightCrafter: PBR-Conditioned Video Diffusion Refinement for Controllable and Consistent Relighting
Read the original on arXiv Computer Vision →The Flow has not summarised this story yet — read it at arXiv Computer Vision.
The Flow has not summarised this story yet — read it at arXiv Computer Vision.
DAGS introduces a lightweight, attention‑free conditioning scheme that disentangles appearance and geometry for a frozen image diffusion transformer (DiT), enabling high‑fidelity, temporally stable renders with independent control. Two small convolutional encoders generate per‑frame conditioning features, which are injected as learned residuals into the image tokens, avoiding the quadratic cost of attention. Coupled with a recurrent lighting stabilizer and a training‑free temporal guidance term, DAGS transforms a per‑frame image model into a streaming renderer that outperforms real‑time denoisers and diffusion renderers in PSNR and temporal stability while requiring far less compute than path tracing.
arXiv:2608.23549v1 Announce Type: new Abstract: Rendering views using 3D scene representations such as Gaussian Splatting (3DGS), Neural Radiance Fields (NeRF), meshes, or even point clouds produces...
arXiv:2608.29925v1 Announce Type: new Abstract: Controllable image relighting is an important problem in image editing, and hand-drawn scribbles provide an intuitive interface for specifying the desi...
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.
We present Generative Relightable Avatars (GRA), a person-specific method for photorealistic free-view rendering and environment-map relighting of full-body humans. We postulate that modeling fine-grained appearance details is inherently a one-to-many problem that can benefit from a generative formulation.
arXiv:2606. 29095v1 Announce Type: cross Abstract: Diffusion-based video relighting enables controllable relighting from a single input video, but modern video diffusion backbones are trained on short clips and applied to long-horizon videos through chunked sliding-window inference, often causing temporal discontinuities at chunk boundaries.