Yannick Hold-Geoffroy

CV
h-index34
39papers
2,028citations
Novelty61%
AI Score61

39 Papers

CVDec 6, 2022
Perspective Fields for Single Image Camera Calibration

Linyi Jin, Jianming Zhang, Yannick Hold-Geoffroy et al. · deepmind

Geometric camera calibration is often required for applications that understand the perspective of the image. We propose perspective fields as a representation that models the local perspective properties of an image. Perspective Fields contain per-pixel information about the camera view, parameterized as an up vector and a latitude value. This representation has a number of advantages as it makes minimal assumptions about the camera model and is invariant or equivariant to common image editing operations like cropping, warping, and rotation. It is also more interpretable and aligned with human perception. We train a neural network to predict Perspective Fields and the predicted Perspective Fields can be converted to calibration parameters easily. We demonstrate the robustness of our approach under various scenarios compared with camera calibration-based methods and show example applications in image compositing.

CVJul 2, 2022
PhotoScene: Photorealistic Material and Lighting Transfer for Indoor Scenes

Yu-Ying Yeh, Zhengqin Li, Yannick Hold-Geoffroy et al.

Most indoor 3D scene reconstruction methods focus on recovering 3D geometry and scene layout. In this work, we go beyond this to propose PhotoScene, a framework that takes input image(s) of a scene along with approximately aligned CAD geometry (either reconstructed automatically or manually specified) and builds a photorealistic digital twin with high-quality materials and similar lighting. We model scene materials using procedural material graphs; such graphs represent photorealistic and resolution-independent materials. We optimize the parameters of these graphs and their texture scale and rotation, as well as the scene lighting to best match the input image via a differentiable rendering layer. We evaluate our technique on objects and layout reconstructions from ScanNet, SUN RGB-D and stock photographs, and demonstrate that our method reconstructs high-quality, fully relightable 3D scenes that can be re-rendered under arbitrary viewpoints, zooms and lighting.

CVFeb 28, 2023
PixHt-Lab: Pixel Height Based Light Effect Generation for Image Compositing

Yichen Sheng, Jianming Zhang, Julien Philip et al. · pku

Lighting effects such as shadows or reflections are key in making synthetic images realistic and visually appealing. To generate such effects, traditional computer graphics uses a physically-based renderer along with 3D geometry. To compensate for the lack of geometry in 2D Image compositing, recent deep learning-based approaches introduced a pixel height representation to generate soft shadows and reflections. However, the lack of geometry limits the quality of the generated soft shadows and constrain reflections to pure specular ones. We introduce PixHt-Lab, a system leveraging an explicit mapping from pixel height representation to 3D space. Using this mapping, PixHt-Lab reconstructs both the cutout and background geometry and renders realistic, diverse, lighting effects for image compositing. Given a surface with physically-based materials, we can render reflections with varying glossiness. To generate more realistic soft shadows, we further propose to use 3D-aware buffer channels to guide a neural renderer. Both quantitative and qualitative evaluations demonstrate that PixHt-Lab significantly improves soft shadow generation.

CVApr 26, 2023
EverLight: Indoor-Outdoor Editable HDR Lighting Estimation

Mohammad Reza Karimi Dastjerdi, Jonathan Eisenmann, Yannick Hold-Geoffroy et al.

Because of the diversity in lighting environments, existing illumination estimation techniques have been designed explicitly on indoor or outdoor environments. Methods have focused specifically on capturing accurate energy (e.g., through parametric lighting models), which emphasizes shading and strong cast shadows; or producing plausible texture (e.g., with GANs), which prioritizes plausible reflections. Approaches which provide editable lighting capabilities have been proposed, but these tend to be with simplified lighting models, offering limited realism. In this work, we propose to bridge the gap between these recent trends in the literature, and propose a method which combines a parametric light model with 360° panoramas, ready to use as HDRI in rendering engines. We leverage recent advances in GAN-based LDR panorama extrapolation from a regular image, which we extend to HDR using parametric spherical gaussians. To achieve this, we introduce a novel lighting co-modulation method that injects lighting-related features throughout the generator, tightly coupling the original or edited scene illumination within the panorama generation process. In our representation, users can easily edit light direction, intensity, number, etc. to impact shading while providing rich, complex reflections while seamlessly blending with the edits. Furthermore, our method encompasses indoor and outdoor environments, demonstrating state-of-the-art results even when compared to domain-specific methods.

CVApr 15, 2022
Guided Co-Modulated GAN for 360° Field of View Extrapolation

Mohammad Reza Karimi Dastjerdi, Yannick Hold-Geoffroy, Jonathan Eisenmann et al.

We propose a method to extrapolate a 360° field of view from a single image that allows for user-controlled synthesis of the out-painted content. To do so, we propose improvements to an existing GAN-based in-painting architecture for out-painting panoramic image representation. Our method obtains state-of-the-art results and outperforms previous methods on standard image quality metrics. To allow controlled synthesis of out-painting, we introduce a novel guided co-modulation framework, which drives the image generation process with a common pretrained discriminative model. Doing so maintains the high visual quality of generated panoramas while enabling user-controlled semantic content in the extrapolated field of view. We demonstrate the state-of-the-art results of our method on field of view extrapolation both qualitatively and quantitatively, providing thorough analysis of our novel editing capabilities. Finally, we demonstrate that our approach benefits the photorealistic virtual insertion of highly glossy objects in photographs.

CVAug 25, 2022
A Deep Perceptual Measure for Lens and Camera Calibration

Yannick Hold-Geoffroy, Dominique Piché-Meunier, Kalyan Sunkavalli et al.

Image editing and compositing have become ubiquitous in entertainment, from digital art to AR and VR experiences. To produce beautiful composites, the camera needs to be geometrically calibrated, which can be tedious and requires a physical calibration target. In place of the traditional multi-image calibration process, we propose to infer the camera calibration parameters such as pitch, roll, field of view, and lens distortion directly from a single image using a deep convolutional neural network. We train this network using automatically generated samples from a large-scale panorama dataset, yielding competitive accuracy in terms of standard `2 error. However, we argue that minimizing such standard error metrics might not be optimal for many applications. In this work, we investigate human sensitivity to inaccuracies in geometric camera calibration. To this end, we conduct a large-scale human perception study where we ask participants to judge the realism of 3D objects composited with correct and biased camera calibration parameters. Based on this study, we develop a new perceptual measure for camera calibration and demonstrate that our deep calibration network outperforms previous single-image based calibration methods both on standard metrics as well as on this novel perceptual measure. Finally, we demonstrate the use of our calibration network for several applications, including virtual object insertion, image retrieval, and compositing. A demonstration of our approach is available at https://lvsn.github.io/deepcalib .

CVApr 19
ViPS: Video-informed Pose Spaces for Auto-Rigged Meshes

Honglin Chen, Karran Pandey, Rundi Wu et al.

Kinematic rigs provide a structured interface for articulating 3D meshes, but they lack an inherent representation of the plausible manifold of joint configurations for a given asset. Without such a pose space, stochastic sampling or manual manipulation of raw rig parameters often leads to semantic or geometric violations, such as anatomical hyperextension and non-physical self-intersections. We propose Video-informed Pose Spaces (ViPS), a feed-forward framework that discovers the latent distribution of valid articulations for auto-rigged meshes by distilling motion priors from a pretrained video diffusion model. Unlike existing methods that rely on scarce artist-authored 4D datasets, ViPS transfers generative video priors into a universal distribution over a given rig parameterization. Differentiable geometric validators applied to the skinned mesh enforce asset-specific validity without requiring manual regularizers. Our model learns a smooth, compact, and controllable pose space that supports diverse sampling, manifold projection for inverse kinematics, and temporally coherent trajectories for keyframing. Furthermore, the distilled 3D pose samples serve as precise semantic proxies for guiding video diffusion, effectively closing the loop between generative 2D priors and structured 3D kinematic control. Our evaluations show that ViPS, trained solely on video priors, matches the performance of state-of-the-art methods trained on synthetic artist-created 4D data in both plausibility and diversity. Most importantly, as a universal model, ViPS demonstrates robust zero-shot generalization to out-of-distribution species and unseen skeletal topologies.

CVAug 25, 2024
COMPOSE: Comprehensive Portrait Shadow Editing

Andrew Hou, Zhixin Shu, Xuaner Zhang et al.

Existing portrait relighting methods struggle with precise control over facial shadows, particularly when faced with challenges such as handling hard shadows from directional light sources or adjusting shadows while remaining in harmony with existing lighting conditions. In many situations, completely altering input lighting is undesirable for portrait retouching applications: one may want to preserve some authenticity in the captured environment. Existing shadow editing methods typically restrict their application to just the facial region and often offer limited lighting control options, such as shadow softening or rotation. In this paper, we introduce COMPOSE: a novel shadow editing pipeline for human portraits, offering precise control over shadow attributes such as shape, intensity, and position, all while preserving the original environmental illumination of the portrait. This level of disentanglement and controllability is obtained thanks to a novel decomposition of the environment map representation into ambient light and an editable gaussian dominant light source. COMPOSE is a four-stage pipeline that consists of light estimation and editing, light diffusion, shadow synthesis, and finally shadow editing. We define facial shadows as the result of a dominant light source, encoded using our novel gaussian environment map representation. Utilizing an OLAT dataset, we have trained models to: (1) predict this light source representation from images, and (2) generate realistic shadows using this representation. We also demonstrate comprehensive and intuitive shadow editing with our pipeline. Through extensive quantitative and qualitative evaluations, we have demonstrated the robust capability of our system in shadow editing.

CVJul 8, 2024
PanDORA: Casual HDR Radiance Acquisition for Indoor Scenes

Mohammad Reza Karimi Dastjerdi, Dominique Tanguay-Gaudreau, Frédéric Fortier-Chouinard et al.

Most novel view synthesis methods-including Neural Radiance Fields (NeRF)-struggle to capture the true high dynamic range (HDR) radiance of scenes. This is primarily due to their dependence on low dynamic range (LDR) images from conventional cameras. Exposure bracketing techniques aim to address this challenge, but they introduce a considerable time burden during the acquisition process. In this work, we introduce PanDORA: PANoramic Dual-Observer Radiance Acquisition, a system designed for the casual, high quality HDR capture of indoor environments. Our approach uses two 360° cameras mounted on a portable monopod to simultaneously record two panoramic 360° videos: one with standard exposure and another at fast shutter speed. The resulting video data is processed by a proposed two-stage NeRF-based algorithm, including an algorithm for the fine alignment of the fast- and well-exposed frames, generating non-saturated HDR radiance maps. Compared to existing methods on a novel dataset of real indoor scenes captured with our apparatus and including HDR ground truth lighting, PanDORA achieves superior visual fidelity and provides a scalable solution for capturing real environments in HDR.

CVMar 28
LightMover: Generative Light Movement with Color and Intensity Controls

Gengze Zhou, Tianyu Wang, Soo Ye Kim et al.

We present LightMover, a framework for controllable light manipulation in single images that leverages video diffusion priors to produce physically plausible illumination changes without re-rendering the scene. We formulate light editing as a sequence-to-sequence prediction problem in visual token space: given an image and light-control tokens, the model adjusts light position, color, and intensity together with resulting reflections, shadows, and falloff from a single view. This unified treatment of spatial (movement) and appearance (color, intensity) controls improves both manipulation and illumination understanding. We further introduce an adaptive token-pruning mechanism that preserves spatially informative tokens while compactly encoding non-spatial attributes, reducing control sequence length by 41% while maintaining editing fidelity. To train our framework, we construct a scalable rendering pipeline that generates large numbers of image pairs across varied light positions, colors, and intensities while keeping the scene content consistent with the original image. LightMover enables precise, independent control over light position, color, and intensity, and achieves high PSNR and strong semantic consistency (DINO, CLIP) across different tasks.

CVApr 17
TokenLight: Precise Lighting Control in Images using Attribute Tokens

Sumit Chaturvedi, Yannick Hold-Geoffroy, Mengwei Ren et al.

This paper presents a method for image relighting that enables precise and continuous control over multiple illumination attributes in a photograph. We formulate relighting as a conditional image generation task and introduce attribute tokens to encode distinct lighting factors such as intensity, color, ambient illumination, diffuse level, and 3D light positions. The model is trained on a large-scale synthetic dataset with ground-truth lighting annotations, supplemented by a small set of real captures to enhance realism and generalization. We validate our approach across a variety of relighting tasks, including controlling in-scene lighting fixtures and editing environment illumination using virtual light sources, on synthetic and real images. Our method achieves state-of-the-art quantitative and qualitative performance compared to prior work. Remarkably, without explicit inverse rendering supervision, the model exhibits an inherent understanding of how light interacts with scene geometry, occlusion, and materials, yielding convincing lighting effects even in traditionally challenging scenarios such as placing lights within objects or relighting transparent materials plausibly. Project page: vrroom.github.io/tokenlight/

CVDec 3, 2025
UniLight: A Unified Representation for Lighting

Zitian Zhang, Iliyan Georgiev, Michael Fischer et al.

Lighting has a strong influence on visual appearance, yet understanding and representing lighting in images remains notoriously difficult. Various lighting representations exist, such as environment maps, irradiance, spherical harmonics, or text, but they are incompatible, which limits cross-modal transfer. We thus propose UniLight, a joint latent space as lighting representation, that unifies multiple modalities within a shared embedding. Modality-specific encoders for text, images, irradiance, and environment maps are trained contrastively to align their representations, with an auxiliary spherical-harmonics prediction task reinforcing directional understanding. Our multi-modal data pipeline enables large-scale training and evaluation across three tasks: lighting-based retrieval, environment-map generation, and lighting control in diffusion-based image synthesis. Experiments show that our representation captures consistent and transferable lighting features, enabling flexible manipulation across modalities.

CVDec 3, 2025
RELIC: Interactive Video World Model with Long-Horizon Memory

Yicong Hong, Yiqun Mei, Chongjian Ge et al.

A truly interactive world model requires three key ingredients: real-time long-horizon streaming, consistent spatial memory, and precise user control. However, most existing approaches address only one of these aspects in isolation, as achieving all three simultaneously is highly challenging-for example, long-term memory mechanisms often degrade real-time performance. In this work, we present RELIC, a unified framework that tackles these three challenges altogether. Given a single image and a text description, RELIC enables memory-aware, long-duration exploration of arbitrary scenes in real time. Built upon recent autoregressive video-diffusion distillation techniques, our model represents long-horizon memory using highly compressed historical latent tokens encoded with both relative actions and absolute camera poses within the KV cache. This compact, camera-aware memory structure supports implicit 3D-consistent content retrieval and enforces long-term coherence with minimal computational overhead. In parallel, we fine-tune a bidirectional teacher video model to generate sequences beyond its original 5-second training horizon, and transform it into a causal student generator using a new memory-efficient self-forcing paradigm that enables full-context distillation over long-duration teacher as well as long student self-rollouts. Implemented as a 14B-parameter model and trained on a curated Unreal Engine-rendered dataset, RELIC achieves real-time generation at 16 FPS while demonstrating more accurate action following, more stable long-horizon streaming, and more robust spatial-memory retrieval compared with prior work. These capabilities establish RELIC as a strong foundation for the next generation of interactive world modeling.

CVMar 31Code
OmniRoam: World Wandering via Long-Horizon Panoramic Video Generation

Yuheng Liu, Xin Lin, Xinke Li et al.

Modeling scenes using video generation models has garnered growing research interest in recent years. However, most existing approaches rely on perspective video models that synthesize only limited observations of a scene, leading to issues of completeness and global consistency. We propose OmniRoam, a controllable panoramic video generation framework that exploits the rich per-frame scene coverage and inherent long-term spatial and temporal consistency of panoramic representation, enabling long-horizon scene wandering. Our framework begins with a preview stage, where a trajectory-controlled video generation model creates a quick overview of the scene from a given input image or video. Then, in the refine stage, this video is temporally extended and spatially upsampled to produce long-range, high-resolution videos, thus enabling high-fidelity world wandering. To train our model, we introduce two panoramic video datasets that incorporate both synthetic and real-world captured videos. Experiments show that our framework consistently outperforms state-of-the-art methods in terms of visual quality, controllability, and long-term scene consistency, both qualitatively and quantitatively. We further showcase several extensions of this framework, including real-time video generation and 3D reconstruction. Code is available at https://github.com/yuhengliu02/OmniRoam.

CVDec 9, 2025
GimbalDiffusion: Gravity-Aware Camera Control for Video Generation

Frédéric Fortier-Chouinard, Yannick Hold-Geoffroy, Valentin Deschaintre et al.

Recent progress in text-to-video generation has achieved remarkable realism, yet fine-grained control over camera motion and orientation remains elusive. Existing approaches typically encode camera trajectories through relative or ambiguous representations, limiting explicit geometric control. We introduce GimbalDiffusion, a framework that enables camera control grounded in physical-world coordinates, using gravity as a global reference. Instead of describing motion relative to previous frames, our method defines camera trajectories in an absolute coordinate system, allowing precise and interpretable control over camera parameters without requiring an initial reference frame. We leverage panoramic 360-degree videos to construct a wide variety of camera trajectories, well beyond the predominantly straight, forward-facing trajectories seen in conventional video data. To further enhance camera guidance, we introduce null-pitch conditioning, an annotation strategy that reduces the model's reliance on text content when conflicting with camera specifications (e.g., generating grass while the camera points towards the sky). Finally, we establish a benchmark for camera-aware video generation by rebalancing SpatialVID-HQ for comprehensive evaluation under wide camera pitch variation. Together, these contributions advance the controllability and robustness of text-to-video models, enabling precise, gravity-aligned camera manipulation within generative frameworks.

CVFeb 11, 2025Code
MatSwap: Light-aware material transfers in images

Ivan Lopes, Valentin Deschaintre, Yannick Hold-Geoffroy et al.

We present MatSwap, a method to transfer materials to designated surfaces in an image photorealistically. Such a task is non-trivial due to the large entanglement of material appearance, geometry, and lighting in a photograph. In the literature, material editing methods typically rely on either cumbersome text engineering or extensive manual annotations requiring artist knowledge and 3D scene properties that are impractical to obtain. In contrast, we propose to directly learn the relationship between the input material -- as observed on a flat surface -- and its appearance within the scene, without the need for explicit UV mapping. To achieve this, we rely on a custom light- and geometry-aware diffusion model. We fine-tune a large-scale pre-trained text-to-image model for material transfer using our synthetic dataset, preserving its strong priors to ensure effective generalization to real images. As a result, our method seamlessly integrates a desired material into the target location in the photograph while retaining the identity of the scene. We evaluate our method on synthetic and real images and show that it compares favorably to recent work both qualitatively and quantitatively. We release our code and data on https://github.com/astra-vision/MatSwap

CVMay 1, 2024
RGB$\leftrightarrow$X: Image decomposition and synthesis using material- and lighting-aware diffusion models

Zheng Zeng, Valentin Deschaintre, Iliyan Georgiev et al.

The three areas of realistic forward rendering, per-pixel inverse rendering, and generative image synthesis may seem like separate and unrelated sub-fields of graphics and vision. However, recent work has demonstrated improved estimation of per-pixel intrinsic channels (albedo, roughness, metallicity) based on a diffusion architecture; we call this the RGB$\rightarrow$X problem. We further show that the reverse problem of synthesizing realistic images given intrinsic channels, X$\rightarrow$RGB, can also be addressed in a diffusion framework. Focusing on the image domain of interior scenes, we introduce an improved diffusion model for RGB$\rightarrow$X, which also estimates lighting, as well as the first diffusion X$\rightarrow$RGB model capable of synthesizing realistic images from (full or partial) intrinsic channels. Our X$\rightarrow$RGB model explores a middle ground between traditional rendering and generative models: we can specify only certain appearance properties that should be followed, and give freedom to the model to hallucinate a plausible version of the rest. This flexibility makes it possible to use a mix of heterogeneous training datasets, which differ in the available channels. We use multiple existing datasets and extend them with our own synthetic and real data, resulting in a model capable of extracting scene properties better than previous work and of generating highly realistic images of interior scenes.

CVMar 15, 2024
LightIt: Illumination Modeling and Control for Diffusion Models

Peter Kocsis, Julien Philip, Kalyan Sunkavalli et al.

We introduce LightIt, a method for explicit illumination control for image generation. Recent generative methods lack lighting control, which is crucial to numerous artistic aspects of image generation such as setting the overall mood or cinematic appearance. To overcome these limitations, we propose to condition the generation on shading and normal maps. We model the lighting with single bounce shading, which includes cast shadows. We first train a shading estimation module to generate a dataset of real-world images and shading pairs. Then, we train a control network using the estimated shading and normals as input. Our method demonstrates high-quality image generation and lighting control in numerous scenes. Additionally, we use our generated dataset to train an identity-preserving relighting model, conditioned on an image and a target shading. Our method is the first that enables the generation of images with controllable, consistent lighting and performs on par with specialized relighting state-of-the-art methods.

CVJan 16, 2025
SynthLight: Portrait Relighting with Diffusion Model by Learning to Re-render Synthetic Faces

Sumit Chaturvedi, Mengwei Ren, Yannick Hold-Geoffroy et al.

We introduce SynthLight, a diffusion model for portrait relighting. Our approach frames image relighting as a re-rendering problem, where pixels are transformed in response to changes in environmental lighting conditions. Using a physically-based rendering engine, we synthesize a dataset to simulate this lighting-conditioned transformation with 3D head assets under varying lighting. We propose two training and inference strategies to bridge the gap between the synthetic and real image domains: (1) multi-task training that takes advantage of real human portraits without lighting labels; (2) an inference time diffusion sampling procedure based on classifier-free guidance that leverages the input portrait to better preserve details. Our method generalizes to diverse real photographs and produces realistic illumination effects, including specular highlights and cast shadows, while preserving the subject's identity. Our quantitative experiments on Light Stage data demonstrate results comparable to state-of-the-art relighting methods. Our qualitative results on in-the-wild images showcase rich and unprecedented illumination effects. Project Page: \url{https://vrroom.github.io/synthlight/}

CVDec 7, 2023
Towards a Perceptual Evaluation Framework for Lighting Estimation

Justine Giroux, Mohammad Reza Karimi Dastjerdi, Yannick Hold-Geoffroy et al.

Progress in lighting estimation is tracked by computing existing image quality assessment (IQA) metrics on images from standard datasets. While this may appear to be a reasonable approach, we demonstrate that doing so does not correlate to human preference when the estimated lighting is used to relight a virtual scene into a real photograph. To study this, we design a controlled psychophysical experiment where human observers must choose their preference amongst rendered scenes lit using a set of lighting estimation algorithms selected from the recent literature, and use it to analyse how these algorithms perform according to human perception. Then, we demonstrate that none of the most popular IQA metrics from the literature, taken individually, correctly represent human perception. Finally, we show that by learning a combination of existing IQA metrics, we can more accurately represent human preference. This provides a new perceptual framework to help evaluate future lighting estimation algorithms.

CVNov 29, 2024
Motion Modes: What Could Happen Next?

Karran Pandey, Matheus Gadelha, Yannick Hold-Geoffroy et al.

Predicting diverse object motions from a single static image remains challenging, as current video generation models often entangle object movement with camera motion and other scene changes. While recent methods can predict specific motions from motion arrow input, they rely on synthetic data and predefined motions, limiting their application to complex scenes. We introduce Motion Modes, a training-free approach that explores a pre-trained image-to-video generator's latent distribution to discover various distinct and plausible motions focused on selected objects in static images. We achieve this by employing a flow generator guided by energy functions designed to disentangle object and camera motion. Additionally, we use an energy inspired by particle guidance to diversify the generated motions, without requiring explicit training data. Experimental results demonstrate that Motion Modes generates realistic and varied object animations, surpassing previous methods and even human predictions regarding plausibility and diversity. Project Webpage: https://motionmodes.github.io/

CVJan 22, 2025
PreciseCam: Precise Camera Control for Text-to-Image Generation

Edurne Bernal-Berdun, Ana Serrano, Belen Masia et al.

Images as an artistic medium often rely on specific camera angles and lens distortions to convey ideas or emotions; however, such precise control is missing in current text-to-image models. We propose an efficient and general solution that allows precise control over the camera when generating both photographic and artistic images. Unlike prior methods that rely on predefined shots, we rely solely on four simple extrinsic and intrinsic camera parameters, removing the need for pre-existing geometry, reference 3D objects, and multi-view data. We also present a novel dataset with more than 57,000 images, along with their text prompts and ground-truth camera parameters. Our evaluation shows precise camera control in text-to-image generation, surpassing traditional prompt engineering approaches. Our data, model, and code are publicly available at https://graphics.unizar.es/projects/PreciseCam2024.

CVDec 18, 2024
Text2Relight: Creative Portrait Relighting with Text Guidance

Junuk Cha, Mengwei Ren, Krishna Kumar Singh et al.

We present a lighting-aware image editing pipeline that, given a portrait image and a text prompt, performs single image relighting. Our model modifies the lighting and color of both the foreground and background to align with the provided text description. The unbounded nature in creativeness of a text allows us to describe the lighting of a scene with any sensory features including temperature, emotion, smell, time, and so on. However, the modeling of such mapping between the unbounded text and lighting is extremely challenging due to the lack of dataset where there exists no scalable data that provides large pairs of text and relighting, and therefore, current text-driven image editing models does not generalize to lighting-specific use cases. We overcome this problem by introducing a novel data synthesis pipeline: First, diverse and creative text prompts that describe the scenes with various lighting are automatically generated under a crafted hierarchy using a large language model (*e.g.,* ChatGPT). A text-guided image generation model creates a lighting image that best matches the text. As a condition of the lighting images, we perform image-based relighting for both foreground and background using a single portrait image or a set of OLAT (One-Light-at-A-Time) images captured from lightstage system. Particularly for the background relighting, we represent the lighting image as a set of point lights and transfer them to other background images. A generative diffusion model learns the synthesized large-scale data with auxiliary task augmentation (*e.g.,* portrait delighting and light positioning) to correlate the latent text and lighting distribution for text-guided portrait relighting.

CVApr 15, 2025
GaSLight: Gaussian Splats for Spatially-Varying Lighting in HDR

Christophe Bolduc, Yannick Hold-Geoffroy, Zhixin Shu et al.

We present GaSLight, a method that generates spatially-varying lighting from regular images. Our method proposes using HDR Gaussian Splats as light source representation, marking the first time regular images can serve as light sources in a 3D renderer. Our two-stage process first enhances the dynamic range of images plausibly and accurately by leveraging the priors embedded in diffusion models. Next, we employ Gaussian Splats to model 3D lighting, achieving spatially variant lighting. Our approach yields state-of-the-art results on HDR estimations and their applications in illuminating virtual objects and scenes. To facilitate the benchmarking of images as light sources, we introduce a novel dataset of calibrated and unsaturated HDR to evaluate images as light sources. We assess our method using a combination of this novel dataset and an existing dataset from the literature. Project page: https://lvsn.github.io/gaslight/

GRMay 13, 2025
IntrinsicEdit: Precise generative image manipulation in intrinsic space

Linjie Lyu, Valentin Deschaintre, Yannick Hold-Geoffroy et al.

Generative diffusion models have advanced image editing with high-quality results and intuitive interfaces such as prompts and semantic drawing. However, these interfaces lack precise control, and the associated methods typically specialize on a single editing task. We introduce a versatile, generative workflow that operates in an intrinsic-image latent space, enabling semantic, local manipulation with pixel precision for a range of editing operations. Building atop the RGB-X diffusion framework, we address key challenges of identity preservation and intrinsic-channel entanglement. By incorporating exact diffusion inversion and disentangled channel manipulation, we enable precise, efficient editing with automatic resolution of global illumination effects -- all without additional data collection or model fine-tuning. We demonstrate state-of-the-art performance across a variety of tasks on complex images, including color and texture adjustments, object insertion and removal, global relighting, and their combinations.

GRApr 2, 2025
Generating 360° Video is What You Need For a 3D Scene

Zhaoyang Zhang, Yannick Hold-Geoffroy, Miloš Hašan et al.

Generating 3D scenes is still a challenging task due to the lack of readily available scene data. Most existing methods only produce partial scenes and provide limited navigational freedom. We introduce a practical and scalable solution that uses 360° video as an intermediate scene representation, capturing the full-scene context and ensuring consistent visual content throughout the generation. We propose WorldPrompter, a generative pipeline that synthesizes traversable 3D scenes from text prompts. WorldPrompter incorporates a conditional 360° panoramic video generator, capable of producing a 128-frame video that simulates a person walking through and capturing a virtual environment. The resulting video is then reconstructed as Gaussian splats by a fast feedforward 3D reconstructor, enabling a true walkable experience within the 3D scene. Experiments demonstrate that our panoramic video generation model, trained with a mix of image and video data, achieves convincing spatial and temporal consistency for static scenes. This is validated by an average COLMAP matching rate of 94.6\%, allowing for high-quality panoramic Gaussian splat reconstruction and improved navigation throughout the scene. Qualitative and quantitative results also show it outperforms the state-of-the-art 360° video generators and 3D scene generation models.

CVMay 20, 2023
PhotoMat: A Material Generator Learned from Single Flash Photos

Xilong Zhou, Miloš Hašan, Valentin Deschaintre et al.

Authoring high-quality digital materials is key to realism in 3D rendering. Previous generative models for materials have been trained exclusively on synthetic data; such data is limited in availability and has a visual gap to real materials. We circumvent this limitation by proposing PhotoMat: the first material generator trained exclusively on real photos of material samples captured using a cell phone camera with flash. Supervision on individual material maps is not available in this setting. Instead, we train a generator for a neural material representation that is rendered with a learned relighting module to create arbitrarily lit RGB images; these are compared against real photos using a discriminator. We then train a material maps estimator to decode material reflectance properties from the neural material representation. We train PhotoMat with a new dataset of 12,000 material photos captured with handheld phone cameras under flash lighting. We demonstrate that our generated materials have better visual quality than previous material generators trained on synthetic data. Moreover, we can fit analytical material models to closely match these generated neural materials, thus allowing for further editing and use in 3D rendering.

CVMar 1, 2021
NeuTex: Neural Texture Mapping for Volumetric Neural Rendering

Fanbo Xiang, Zexiang Xu, Miloš Hašan et al.

Recent work has demonstrated that volumetric scene representations combined with differentiable volume rendering can enable photo-realistic rendering for challenging scenes that mesh reconstruction fails on. However, these methods entangle geometry and appearance in a "black-box" volume that cannot be edited. Instead, we present an approach that explicitly disentangles geometry--represented as a continuous 3D volume--from appearance--represented as a continuous 2D texture map. We achieve this by introducing a 3D-to-2D texture mapping (or surface parameterization) network into volumetric representations. We constrain this texture mapping network using an additional 2D-to-3D inverse mapping network and a novel cycle consistency loss to make 3D surface points map to 2D texture points that map back to the original 3D points. We demonstrate that this representation can be reconstructed using only multi-view image supervision and generates high-quality rendering results. More importantly, by separating geometry and texture, we allow users to edit appearance by simply editing 2D texture maps.

CVAug 9, 2020
Neural Reflectance Fields for Appearance Acquisition

Sai Bi, Zexiang Xu, Pratul Srinivasan et al.

We present Neural Reflectance Fields, a novel deep scene representation that encodes volume density, normal and reflectance properties at any 3D point in a scene using a fully-connected neural network. We combine this representation with a physically-based differentiable ray marching framework that can render images from a neural reflectance field under any viewpoint and light. We demonstrate that neural reflectance fields can be estimated from images captured with a simple collocated camera-light setup, and accurately model the appearance of real-world scenes with complex geometry and reflectance. Once estimated, they can be used to render photo-realistic images under novel viewpoint and (non-collocated) lighting conditions and accurately reproduce challenging effects like specularities, shadows and occlusions. This allows us to perform high-quality view synthesis and relighting that is significantly better than previous methods. We also demonstrate that we can compose the estimated neural reflectance field of a real scene with traditional scene models and render them using standard Monte Carlo rendering engines. Our work thus enables a complete pipeline from high-quality and practical appearance acquisition to 3D scene composition and rendering.

CVAug 4, 2020
Deep Multi Depth Panoramas for View Synthesis

Kai-En Lin, Zexiang Xu, Ben Mildenhall et al.

We propose a learning-based approach for novel view synthesis for multi-camera 360$^{\circ}$ panorama capture rigs. Previous work constructs RGBD panoramas from such data, allowing for view synthesis with small amounts of translation, but cannot handle the disocclusions and view-dependent effects that are caused by large translations. To address this issue, we present a novel scene representation - Multi Depth Panorama (MDP) - that consists of multiple RGBD$α$ panoramas that represent both scene geometry and appearance. We demonstrate a deep neural network-based method to reconstruct MDPs from multi-camera 360$^{\circ}$ images. MDPs are more compact than previous 3D scene representations and enable high-quality, efficient new view rendering. We demonstrate this via experiments on both synthetic and real data and comparisons with previous state-of-the-art methods spanning both learning-based approaches and classical RGBD-based methods.

CVJul 20, 2020
Deep Reflectance Volumes: Relightable Reconstructions from Multi-View Photometric Images

Sai Bi, Zexiang Xu, Kalyan Sunkavalli et al.

We present a deep learning approach to reconstruct scene appearance from unstructured images captured under collocated point lighting. At the heart of Deep Reflectance Volumes is a novel volumetric scene representation consisting of opacity, surface normal and reflectance voxel grids. We present a novel physically-based differentiable volume ray marching framework to render these scene volumes under arbitrary viewpoint and lighting. This allows us to optimize the scene volumes to minimize the error between their rendered images and the captured images. Our method is able to reconstruct real scenes with challenging non-Lambertian reflectance and complex geometry with occlusions and shadowing. Moreover, it accurately generalizes to novel viewpoints and lighting, including non-collocated lighting, rendering photorealistic images that are significantly better than state-of-the-art mesh-based methods. We also show that our learned reflectance volumes are editable, allowing for modifying the materials of the captured scenes.

CVJul 18, 2020
Single View Metrology in the Wild

Rui Zhu, Xingyi Yang, Yannick Hold-Geoffroy et al.

Most 3D reconstruction methods may only recover scene properties up to a global scale ambiguity. We present a novel approach to single view metrology that can recover the absolute scale of a scene represented by 3D heights of objects or camera height above the ground as well as camera parameters of orientation and field of view, using just a monocular image acquired in unconstrained condition. Our method relies on data-driven priors learned by a deep network specifically designed to imbibe weakly supervised constraints from the interplay of the unknown camera with 3D entities such as object heights, through estimation of bounding box projections. We leverage categorical priors for objects such as humans or cars that commonly occur in natural images, as references for scale estimation. We demonstrate state-of-the-art qualitative and quantitative results on several datasets as well as applications including virtual object insertion. Furthermore, the perceptual quality of our outputs is validated by a user study.

CVApr 6, 2020
AutoToon: Automatic Geometric Warping for Face Cartoon Generation

Julia Gong, Yannick Hold-Geoffroy, Jingwan Lu

Caricature, a type of exaggerated artistic portrait, amplifies the distinctive, yet nuanced traits of human faces. This task is typically left to artists, as it has proven difficult to capture subjects' unique characteristics well using automated methods. Recent development of deep end-to-end methods has achieved promising results in capturing style and higher-level exaggerations. However, a key part of caricatures, face warping, has remained challenging for these systems. In this work, we propose AutoToon, the first supervised deep learning method that yields high-quality warps for the warping component of caricatures. Completely disentangled from style, it can be paired with any stylization method to create diverse caricatures. In contrast to prior art, we leverage an SENet and spatial transformer module and train directly on artist warping fields, applying losses both prior to and after warping. As shown by our user studies, we achieve appealing exaggerations that amplify distinguishing features of the face while preserving facial detail.

CVOct 19, 2019
Deep Parametric Indoor Lighting Estimation

Marc-André Gardner, Yannick Hold-Geoffroy, Kalyan Sunkavalli et al.

We present a method to estimate lighting from a single image of an indoor scene. Previous work has used an environment map representation that does not account for the localized nature of indoor lighting. Instead, we represent lighting as a set of discrete 3D lights with geometric and photometric parameters. We train a deep neural network to regress these parameters from a single image, on a dataset of environment maps annotated with depth. We propose a differentiable layer to convert these parameters to an environment map to compute our loss; this bypasses the challenge of establishing correspondences between estimated and ground truth lights. We demonstrate, via quantitative and qualitative evaluations, that our representation and training scheme lead to more accurate results compared to previous work, while allowing for more realistic 3D object compositing with spatially-varying lighting.

CVJun 12, 2019
All-Weather Deep Outdoor Lighting Estimation

Jinsong Zhang, Kalyan Sunkavalli, Yannick Hold-Geoffroy et al.

We present a neural network that predicts HDR outdoor illumination from a single LDR image. At the heart of our work is a method to accurately learn HDR lighting from LDR panoramas under any weather condition. We achieve this by training another CNN (on a combination of synthetic and real images) to take as input an LDR panorama, and regress the parameters of the Lalonde-Matthews outdoor illumination model. This model is trained such that it a) reconstructs the appearance of the sky, and b) renders the appearance of objects lit by this illumination. We use this network to label a large-scale dataset of LDR panoramas with lighting parameters and use them to train our single image outdoor lighting estimation network. We demonstrate, via extensive experiments, that both our panorama and single image networks outperform the state of the art, and unlike prior work, are able to handle weather conditions ranging from fully sunny to overcast skies.

CVMay 10, 2019
Deep Sky Modeling for Single Image Outdoor Lighting Estimation

Yannick Hold-Geoffroy, Akshaya Athawale, Jean-François Lalonde

We propose a data-driven learned sky model, which we use for outdoor lighting estimation from a single image. As no large-scale dataset of images and their corresponding ground truth illumination is readily available, we use complementary datasets to train our approach, combining the vast diversity of illumination conditions of SUN360 with the radiometrically calibrated and physically accurate Laval HDR sky database. Our key contribution is to provide a holistic view of both lighting modeling and estimation, solving both problems end-to-end. From a test image, our method can directly estimate an HDR environment map of the lighting without relying on analytical lighting models. We demonstrate the versatility and expressivity of our learned sky model and show that it can be used to recover plausible illumination, leading to visually pleasant virtual object insertions. To further evaluate our method, we capture a dataset of HDR 360° panoramas and show through extensive validation that we significantly outperform previous state-of-the-art.

CVMar 28, 2018
Single Day Outdoor Photometric Stereo

Yannick Hold-Geoffroy, Paulo F. U. Gotardo, Jean-François Lalonde

Photometric Stereo (PS) under outdoor illumination remains a challenging, ill-posed problem due to insufficient variability in illumination. Months-long capture sessions are typically used in this setup, with little success on shorter, single-day time intervals. In this paper, we investigate the solution of outdoor PS over a single day, under different weather conditions. First, we investigate the relationship between weather and surface reconstructability in order to understand when natural lighting allows existing PS algorithms to work. Our analysis reveals that partially cloudy days improve the conditioning of the outdoor PS problem while sunny days do not allow the unambiguous recovery of surface normals from photometric cues alone. We demonstrate that calibrated PS algorithms can thus be employed to reconstruct Lambertian surfaces accurately under partially cloudy days. Second, we solve the ambiguity arising in clear days by combining photometric cues with prior knowledge on material properties, local surface geometry and the natural variations in outdoor lighting through a CNN-based, weakly-calibrated PS technique. Given a sequence of outdoor images captured during a single sunny day, our method robustly estimates the scene surface normals with unprecedented quality for the considered scenario. Our approach does not require precise geolocation and significantly outperforms several state-of-the-art methods on images with real lighting, showing that our CNN can combine efficiently learned priors and photometric cues available during a single sunny day.

CVDec 2, 2017
A Perceptual Measure for Deep Single Image Camera Calibration

Yannick Hold-Geoffroy, Kalyan Sunkavalli, Jonathan Eisenmann et al.

Most current single image camera calibration methods rely on specific image features or user input, and cannot be applied to natural images captured in uncontrolled settings. We propose directly inferring camera calibration parameters from a single image using a deep convolutional neural network. This network is trained using automatically generated samples from a large-scale panorama dataset, and considerably outperforms other methods, including recent deep learning-based approaches, in terms of standard L2 error. However, we argue that in many cases it is more important to consider how humans perceive errors in camera estimation. To this end, we conduct a large-scale human perception study where we ask users to judge the realism of 3D objects composited with and without ground truth camera calibration. Based on this study, we develop a new perceptual measure for camera calibration, and demonstrate that our deep calibration network outperforms other methods on this measure. Finally, we demonstrate the use of our calibration network for a number of applications including virtual object insertion, image retrieval and compositing.

CVNov 19, 2016
Deep Outdoor Illumination Estimation

Yannick Hold-Geoffroy, Kalyan Sunkavalli, Sunil Hadap et al.

We present a CNN-based technique to estimate high-dynamic range outdoor illumination from a single low dynamic range image. To train the CNN, we leverage a large dataset of outdoor panoramas. We fit a low-dimensional physically-based outdoor illumination model to the skies in these panoramas giving us a compact set of parameters (including sun position, atmospheric conditions, and camera parameters). We extract limited field-of-view images from the panoramas, and train a CNN with this large set of input image--output lighting parameter pairs. Given a test image, this network can be used to infer illumination parameters that can, in turn, be used to reconstruct an outdoor illumination environment map. We demonstrate that our approach allows the recovery of plausible illumination conditions and enables photorealistic virtual object insertion from a single image. An extensive evaluation on both the panorama dataset and captured HDR environment maps shows that our technique significantly outperforms previous solutions to this problem.