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NeAR: Coupled Neural Asset–Renderer Stack

Conference: CVPR 2026 arXiv: 2511.18600 Code: https://near-project.github.io/ (project page) Area: 3D Vision / Diffusion Models Keywords: Neural rendering, illumination homogenization, 3D Gaussian splatting, relighting, coupled asset–renderer design

TL;DR

NeAR proposes jointly designing neural asset creation and neural rendering as a coupled stack. By introducing illumination-homogenized structured 3D latents (LH-SLAT) to remove baked lighting from input images, and employing an illumination-aware neural decoder for real-time synthesis of relightable 3D Gaussian fields, NeAR surpasses existing methods across four tasks: forward rendering, reconstruction, relighting, and novel-view relighting.

Background & Motivation

  1. Background: Neural graphics currently follows two independent tracks—neural asset creation (synthesizing 3D assets via generative models) and neural rendering (mapping assets to images). These are typically developed in isolation: asset generation assumes a fixed renderer, while renderers are trained for static asset distributions.

  2. Limitations of Prior Work: (a) PBR decomposition-based methods (e.g., Hunyuan3D) are prone to material misclassification (e.g., identifying wood as metal); decomposition errors are amplified through nonlinear rendering pipelines, leading to baked shadows and illumination inconsistencies. (b) Diffusion-based 2D relighting methods (e.g., DiLightNet, IC-Light) lack 3D consistency and incur high computational cost. (c) Existing SLAT representations blindly encode appearance including shadows and specular highlights, making them unsuitable for relighting.

  3. Key Challenge: Shadows, highlights, and inter-reflections are inherently entangled with geometry and material in 3D assets. Explicit PBR inverse decomposition is fragile in real-world scenarios, while fully black-box neural generation lacks controllability.

  4. Goal: How to achieve high-quality, controllable single-image relightable 3D generation without relying on unstable PBR inversion?

  5. Key Insight: The authors propose a homogenize-then-synthesize strategy—co-designing the asset representation and rendering process so that they form a robust "contract" through a shared illumination-homogenized latent space.

  6. Core Idea: Jointly design illumination-homogenized 3D latent representations and an illumination-aware neural renderer, forming a coupled asset–renderer stack that replaces the conventional paradigm of decoupled asset generation and independent rendering.

Method

Overall Architecture

NeAR proceeds in two stages. Stage 1 fine-tunes a rectified-flow model with LoRA to lift a single input image under arbitrary illumination into an illumination-homogenized SLAT (LH-SLAT), removing baked shadows and unstable highlights. Stage 2 uses a feed-forward decoder to synthesize a relightable 3D Gaussian splatting field conditioned on target illumination and viewpoint from the LH-SLAT. The entire pipeline requires no per-object optimization and supports real-time inference.

Key Designs

  1. Illumination-Homogenized Structured 3D Latent (LH-SLAT):

    • Function: Maps inputs under arbitrary illumination to a canonical illumination space, yielding an illumination-invariant asset representation.
    • Mechanism: Defines homogeneous illumination \(E_h\) as white uniform ambient light. A pretrained SLAT flow model \(f_s\) first generates a shaded SLAT \(Z_s\) from the input image; a LoRA-adapted model \(f_\theta\) then guides \(Z_s\) toward an illumination-homogenized \(Z_{\text{lh}} = f_\theta(Z_s, I_{\text{in}})\) in sparse voxel space. Ground-truth LH-SLATs are obtained by rendering 3D assets under homogeneous illumination, with inputs rendered under random illumination. For highly reflective materials, an optional Base Color SLAT \(Z_{\text{bc}}\) is extracted and concatenated.
    • Design Motivation: Direct PBR decomposition is an ill-posed problem. Learning illumination removal in the latent space via flow models avoids the instability of explicit material decomposition. LH-SLAT retains essential geometry–material–illumination interaction information, providing a stable foundation for downstream rendering.
  2. Illumination Tokenizer:

    • Function: Encodes HDR environment maps into compact illumination condition tokens.
    • Mechanism: Decomposes the environment map into an LDR tone-mapped image \(\mathbf{E}_{\text{ldr}}\), a normalized log-intensity map \(\mathbf{E}_{\text{log}}\), and a camera-space direction encoding \(\mathbf{E}_{\text{dir}}\). ConvNeXt extracts visual features; NeRF positional encoding processes \(\mathbf{E}_{\text{dir}}\); spatial cross-attention fuses directional information with visual features; self-attention then produces illumination condition tokens \(C_L \in \mathbb{R}^{4096 \times 768}\).
    • Design Motivation: Compared to compressing the entire environment map with a VAE, explicitly embedding directional information makes illumination direction editable when switching viewpoints.
  3. Intrinsic-Aware Decoder (IAD) + Lighting-Aware Decoder (LAD):

    • Function: IAD decodes view-independent, illumination-invariant intrinsic features; LAD injects illumination and viewpoint conditions to produce final illumination-dependent features.
    • Mechanism: IAD processes LH-SLAT with Transformer and shifted window attention, augmented by 16 register tokens that capture global context via global cross-attention, outputting intrinsic features \(\boldsymbol{h}\). LAD first computes view embeddings (ray distance + ray direction NeRF positional encoding) and adds them to \(\boldsymbol{h}\) to obtain \(\boldsymbol{h}^v\); stacked cross-attention blocks then inject illumination conditions \(C_L\) to produce illumination-aware features \(\boldsymbol{h}^e\).
    • Design Motivation: Separating decoding into illumination-independent and illumination-dependent stages ensures stable intrinsic attributes while enabling flexible illumination control. Replacing spherical harmonics with explicit viewpoint injection better models view-dependent specular highlights.
  4. Neural 3D Gaussian Splatting:

    • Function: Regresses 3DGS parameters from intrinsic and illumination-aware features.
    • Mechanism: Intrinsic features \(\boldsymbol{h}\) are decoded into illumination-independent parameters including position offsets, base color, roughness, metalness, scale, rotation, and opacity; illumination features \(\boldsymbol{h}^e\) are decoded into 48-dimensional color features, illumination scale, and shadow. A shallow MLP combines normal positional encoding with color features to predict radiance values; differentiable rasterization yields HDR predicted images.
    • Design Motivation: Partitioning Gaussian parameters into intrinsic and illumination-related groups achieves disentangled material–illumination representation.

Loss & Training

Stage 1: Conditional flow matching loss \(\mathcal{L}_{\text{stage1}} = \mathbb{E}\|\boldsymbol{v}_\theta(\boldsymbol{z}, Z_s, I_{\text{in}}, t) - (\boldsymbol{\epsilon} - \boldsymbol{z}_0)\|_2^2\).

Stage 2: HDR reconstruction loss (log-space L1 + LPIPS + D-SSIM) \(\mathcal{L}_{\text{hdr}}\) + PBR material auxiliary supervision \(\mathcal{L}_{\text{pbr}}\) + shadow supervision \(\mathcal{L}_{\text{shadow}}\).

Training data: 87K 3D assets with PBR textures + 2K 4K-resolution HDR environment maps, rendered with Blender EEVEE Next.

Key Experimental Results

Main Results (PSNR↑ comparison across four tasks)

Task Method ADT DTC Objaverse Glossy Syn.
G-buffer forward rendering DiffusionRenderer 24.41 27.16 27.09 25.46
NeAR 29.15 31.59 32.23 30.47
Random illumination reconstruction DiLightNet 21.11 23.53 25.65 24.09
NeAR 22.89 24.68 26.53 25.32
Unknown illumination relighting DiffusionRenderer 21.91 22.99 23.75 22.13
NeAR 21.95 23.47 24.38 22.61
Novel-view relighting Hunyuan3D-2.1 22.30 24.89 25.47 22.26
NeAR 22.87 25.53 25.97 22.94

Ablation Study

Input SLAT Type PSNR↑ SSIM↑ LPIPS↓
Shaded SLAT 28.95 0.9281 0.0813
Base Color SLAT 30.38 0.9541 0.0564
LH-SLAT 32.02 0.9631 0.0494
LH + Base Color 32.54 0.9649 0.0442
LAD Layers (IAD=12) PSNR FPS
1 layer 31.56 48
3 layers 32.35 38
6 layers 32.54 30
9 layers 32.56 23

Key Findings

  • LH-SLAT surpasses Shaded SLAT by over 3 dB PSNR, confirming the necessity of illumination homogenization.
  • Combining LH-SLAT with Base Color SLAT yields the best results; Base Color SLAT supplements information for highly reflective materials.
  • LAD with 6 layers provides the optimal performance–speed trade-off (PSNR 32.54, 30 FPS).
  • Injecting viewpoint information before baking illumination (architectures c+d+g in Figure 9) significantly outperforms the reverse order.
  • HY3D-2.1 incorrectly classifies wood as metal (erroneous metalness maps), whereas NeAR's LH-SLAT correctly recovers material properties.

Highlights & Insights

  • Coupled asset–renderer design paradigm: Rather than treating asset generation and rendering as independent components, NeAR establishes a "contract" between them through a shared latent space—a paradigm with broad implications for the design of neural graphics stacks.
  • Illumination homogenization strategy: By learning illumination removal in latent space rather than performing explicit PBR decomposition, the method elegantly circumvents the ill-posedness of inverse rendering.
  • Texture style transfer application: LH-SLAT accepts stylized image inputs, enabling semantically consistent style transfer combined with photorealistic relighting, demonstrating the flexibility of the representation.

Limitations & Future Work

  • The method still struggles with transparent objects (e.g., helmets); the neural renderer partially mitigates but does not fully resolve this issue.
  • Training requires multi-illumination rendering of large quantities of 3D assets, resulting in high data preparation costs.
  • Evaluation is limited to static objects; dynamic scenes and human bodies remain unexplored.
  • The real-time performance of 30 FPS may still be insufficient for certain applications.
  • vs. Trellis: Trellis uses SLAT but blindly encodes illumination; NeAR proposes LH-SLAT to explicitly remove illumination, yielding a more stable representation suited for relighting.
  • vs. DiffusionRenderer: DiffusionRenderer performs 2D rendering from G-buffers and lacks 3D structural information; NeAR's 3D Gaussian field achieves greater accuracy in shadow and specular detail.
  • vs. HY3D-2.1: HY3D's decoupled PBR decomposition leads to material estimation errors (e.g., incorrect metalness), whereas NeAR avoids the fragility of explicit decomposition.

Rating

  • Novelty: ⭐⭐⭐⭐ The coupled asset–renderer design concept is original, and the LH-SLAT representation is novel.
  • Experimental Thoroughness: ⭐⭐⭐⭐⭐ Four sub-tasks, four datasets, multi-method comparisons, ablation studies, and application demonstrations are all comprehensive.
  • Writing Quality: ⭐⭐⭐⭐ The paper is clearly structured with thorough comparative analysis.
  • Value: ⭐⭐⭐⭐ Offers important inspiration for design paradigms in neural rendering and 3D generation.