Core Concepts
We present a simple yet effective technique to estimate lighting in a single input image by leveraging pre-trained diffusion models to render a chrome ball into the scene. Our method produces convincing light estimates across diverse settings and demonstrates superior generalization to in-the-wild scenarios.
Abstract
The paper presents a novel approach for estimating the lighting conditions in a single input image by leveraging pre-trained diffusion models. The key idea is to inpaint a chrome ball into the input image using a diffusion model and then unwrap the chrome ball to obtain an HDR environment map that represents the scene's lighting.
The authors identify two key challenges in this approach: (1) consistently generating high-quality chrome balls using diffusion models, and (2) generating HDR chrome balls from an LDR diffusion model. To address these challenges, the authors propose the following:
Iterative inpainting algorithm: The authors observe that the initial noise map used in the diffusion process can significantly impact the quality and consistency of the generated chrome balls. They propose an iterative algorithm that generates multiple chrome balls, computes their median, and then refines the result using SDEdit to obtain a high-quality and consistent chrome ball.
LoRA fine-tuning for exposure bracketing: To generate HDR chrome balls, the authors fine-tune the diffusion model using LoRA on a small set of synthetically generated chrome balls with varying exposure values. This allows the model to generate multiple LDR chrome balls with different exposures, which can then be combined to produce an HDR environment map.
The authors evaluate their method on standard benchmarks, Laval Indoor and Poly Haven, and demonstrate that it outperforms or is competitive with state-of-the-art methods. They also show that their method generalizes well to diverse in-the-wild scenes, producing convincing lighting estimates, while the baselines fail to do so.
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