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Introduction to Inverse Rendering

June 10, 2025
7 min read
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Introduction

The fundamental challenge in computer vision lies in bridging the semantic gap between high-dimensional 2D pixel arrays and the rich 3D world they represent. While convolutional neural networks have achieved remarkable success in 2D image understanding tasks from object detection to semantic segmentation they often operate as black boxes that lack explicit geometric reasoning capabilities [1]. This limitation becomes particularly apparent when attempting to reconstruct 3D scenes, estimate object poses, or synthesize novel viewpoints from limited observations.

Traditional computer graphics provides a well-established forward model for image formation: the rendering equation describes how 3D scene parameters ϕ\phi (geometry, materials, lighting, camera pose) transform into 2D images II through the rendering function R, such that I=R(ϕ)I = \mathcal{R}(\phi) . However, the inverse problem recovering scene parameters from observed images has remained computationally intractable due to the inherently non-differentiable nature of standard rendering pipelines.

The emergence of differentiable rendering (DR) represents a paradigm shift that enables gradient-based optimization of 3D scene parameters directly from 2D observations. By approximating or reformulating the rendering process to provide meaningful gradients IΦ\dfrac{\partial I}{\partial \Phi}, differentiable rendering creates a bridge between the discrete world of computer graphics and the continuous optimization landscape required for deep learning. This capability unlocks powerful analysis-by-synthesis frameworks where learn 3D representations can be learned through self-supervision, comparing rendered outputs against target images.

Warning

In graphics, inverse rendering referred to recovery of illumination, materials properties and reflectance. [3]

Theoretical Foundations of Differentiable Rendering

Differential rendering process [2]

Differentiable rendering enables analysis-by-synthesis, which inverts the traditional computer graphics pipeline . Instead of directly mapping from images to high-level scene descriptions, this approach learns to predict 3D scene parameters that, when rendered, reproduce the input image as closely as possible.

The main loop operates through four key stages:

Stage 1: Scene Parameter Prediction - A set of differentiable parameters that includes geometric representations (mesh vertices, point positions, voxel occupancies), material properties (albedo, roughness, metallic), lighting conditions (environment maps, point lights), and camera parameters (intrinsics, extrinsics) .

Stage 2: Differentiable Synthesis - The parameters are fed into a differentiable renderer: Ipred=Rdiff(Φpred)I_{pred} = \mathcal{R}_{diff}(\Phi_{pred}). Unlike traditional renderers that prioritize visual fidelity and computational efficiency, differentiable renderers are designed to provide meaningful gradients while maintaining reasonable visual quality .

Stage 3: Loss Computation - The synthesized image is compared against the target image using differentiable loss functions. Common choices include L2 pixel loss (IpredIobs2||I_{pred} - I_{obs}||^2), perceptual losses based on pretrained CNN features , and specialized losses for geometric consistency .

Stage 4: Gradient-Based Optimization - The end-to-end differentiability enables computation of gradients LΦ\dfrac{\partial L}{\partial \Phi}, which can be backpropagated through the renderer to update the parameters .

This technique has proven particularly powerful for tasks requiring 3D understanding but lacking abundant 3D ground truth data, such as single-view reconstruction, human pose estimation, and novel view synthesis .

The Differentiability Challenge

The core challenge in differentiable rendering stems from the discrete nature of traditional graphics pipelines. Standard rendering involves numerous non-differentiable operations that prevent gradient flow:

Visibility Determination - The rasterization process determines which geometric primitive (triangle, point, voxel) is visible at each pixel through discrete comparisons.

Discontinuous Boundaries - Object silhouettes create discontinuous changes in pixel values as geometric primitives move. A small perturbation in vertex position may cause a pixel to switch from foreground to background color instantaneously,

Discrete Sampling - Many rendering operations involve discrete sampling, such as texture lookups with nearest-neighbor interpolation or Monte Carlo integration with fixed sample patterns. These discrete choices break the smooth gradient flow required for optimization .

Occlusion Handling - Complex scenes involve multiple layers of occlusion where objects partially or completely obscure each other. The discrete nature of visibility computations makes it difficult to assign gradients to occluded geometry .

Addressing these challenges requires careful algorithmic design that balances gradient quality, computational efficiency, and visual fidelity trade-offs that define the various approaches in differentiable rendering.

Historical Advances in Differentiable Rendering

Differentiable rendering emerged from a fundamental problem in computer vision and graphics: how to optimize 3D scene parameters using only 2D image observations. Traditional graphics pipelines, while highly optimized, contained discrete operations that blocked gradient flow, creating optimization dead-ends for machine learning systems.

Early Gradient Approximations (2017-2018)

OpenDR [2] pioneered the field by recognizing that mesh changes primarily affect image boundaries. Rather than differentiating through rasterization, OpenDR computed spatial image gradients using finite differences and related them to vertex positions through geometric analysis. This boundary-focused approach provided the first working gradients but left interior vertices without optimization signals.

Neural 3D Mesh Renderer (NMR) [4] addressed OpenDR’s limitations by extending gradients beyond silhouettes. NMR allowed all vertices within a triangle’s 2D projection to receive gradient signal and loss-aware gradient on backpropagated image errors.

The Soft Rendering Revolution (2019)

Soft Rasterizer (SoftRas) [5] fundamentally changed the approach by modifying the forward pass itself. Instead of selecting one triangle per pixel, SoftRas computed weighted averages across all contributing triangle which used weights combined from distance-based from and depth-based terms. This probabilistic aggregation ensured all triangles received gradients while producing naturally smooth, differentiable outputs.

DIB-R [5] refined this concept through hybrid rendering using traditional rasterization for covered pixels (maintaining visual sharpness) while applying soft aggregation for background regions (preserving gradient flow).

Beyond Meshes: Alternative Representations

Parallel developments explored representations naturally suited to differentiable rendering:

Point Cloud Splatting addressed the zero-dimensional point problem by giving each point Gaussian influence. This splatting approach provided inherent differentiability while maintaining topological flexibility [7].

Voxel-based Volume Rendering leveraged classical computer graphics techniques for natural gradient flow. By discretizing scenes into regular grids and integrating density along camera rays, voxel methods achieved smooth gradients at the cost of cubic memory scaling [8].

The Neural Implicit Representations (2020)

Neural Radiance Fields (NeRF) [9] represented the field’s most significant advance by encoding entire scenes as neural network weights. Rather than storing geometry explicitly, NeRF used MLPs to map spatial coordinates and viewing directions to density and color values:

Fθ:R3×S2R+×R3F_\theta: \mathbb{R}^3 \times S^2 \to \mathbb{R}^+ \times \mathbb{R}^3

Key innovations included positional encoding for high-frequency detail capture, hierarchical sampling for computational efficiency, and view-dependent appearance modeling for photorealistic results. NeRF achieved unprecedented novel view synthesis quality while maintaining complete differentiability throughout the pipeline.

The Current Landscape

Important

I have leftout path tracing based formulation, 3DGS and other representation as those will be covered in later part of the series.

These historical developments established the four primary paradigms in differentiable rendering: mesh-based approximation methods, soft rasterization techniques, alternative geometric representations, and neural implicit functions. Each approach embodies different trade-offs between visual quality, computational efficiency, and optimization stability.

The field continues evolving toward hybrid approaches that combine multiple representations, physics-aware rendering systems, and acceleration techniques addressing neural methods’ computational demands. However, the fundamental insight remains: making graphics differentiable requires either approximating gradients around discrete operations or replacing discrete processes with continuous alternatives.

References

Important (References)

[1] Kato, H., Beker, D., Morariu, M., Ando, T., Matsuoka, T., Kehl, W., & Gaidon, A. (). Differentiable rendering: A survey. arXiv preprint arXiv:2006.12057.

[2] Loper, M. M., & Black, M. J. (2014). OpenDR: An approximate differentiable renderer. In Computer Vision–ECCV 2014: 13th European Conference, Zurich, Switzerland, September 6-12, 2014, Proceedings, Part VII 13 (pp. 154-169). Springer International Publishing.

[3] Patow, G., & Pueyo, X. (2003, December). A survey of inverse rendering problems. In Computer graphics forum (Vol. 22, No. 4, pp. 663-687). Oxford, UK and Boston, USA: Blackwell Publishing, Inc.

[4] Kato, H., Ushiku, Y., & Harada, T. (2018). Neural 3d mesh renderer. In Proceedings of the IEEE conference on computer vision and pattern recognition (pp. 3907-3916).

[5] Liu, S., Li, T., Chen, W., & Li, H. (2019). Soft rasterizer: A differentiable renderer for image-based 3d reasoning. In Proceedings of the IEEE/CVF international conference on computer vision (pp. 7708-7717).

[6] Chen, W., Ling, H., Gao, J., Smith, E., Lehtinen, J., Jacobson, A., & Fidler, S. (2019). Learning to predict 3d objects with an interpolation-based differentiable renderer. Advances in neural information processing systems, 32.

[7] Yifan, W., Serena, F., Wu, S., Öztireli, C., & Sorkine-Hornung, O. (2019). Differentiable surface splatting for point-based geometry processing. ACM Transactions On Graphics (TOG), 38(6), 1-14.

[8] Tulsiani, S., Zhou, T., Efros, A. A., & Malik, J. (2017). Multi-view supervision for single-view reconstruction via differentiable ray consistency. In Proceedings of the IEEE conference on computer vision and pattern recognition (pp. 2626-2634).

[9] Mildenhall, B., Srinivasan, P. P., Tancik, M., Barron, J. T., Ramamoorthi, R., & Ng, R. (2021). Nerf: Representing scenes as neural radiance fields for view synthesis. Communications of the ACM, 65(1), 99-106.