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1,093篇论文匹配“3D Rendering & Reconstruction”
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Computer Vision · 3D Rendering & Reconstruction

Jiabao Lei, Kewei Shi, Zhihao Liang, Kui Jia

Directly generating 3D meshes, the default representation for 3D shapes in the graphics industry, using auto-regressive (AR) models has become popular these days, thanks to their sharpness, compactness in the generated results, and ability to represent various types of surfaces. However, AR mesh generative models typically construct meshes face by face in lexicographic order, which does not effectively capture the underlying geometry in a manner consistent with human perception. Inspired by 2D models that progressively refine images, such as the prevailing next-scale prediction AR models, we propose generating meshes auto-regressively in a progressive coarse-to-fine manner. Specifically, we view mesh simplification algorithms, which gradually merge mesh faces to build simpler meshes, as a natural fine-to-coarse process. Therefore, we generalize meshes to simplicial complexes and develop a transformer-based AR model to approximate the reverse process of simplification in the order of level of detail, constructing meshes initially from a single point and gradually adding geometric details through local remeshing, where the topology is not predefined and is alterable. Our experiments show that this novel progressive mesh generation approach not only provides intuitive control over generation quality and time consumption by early stopping the auto-regressive process but also enables applications such as mesh refinement and editing.

Computer Vision · 3D Rendering & Reconstruction

Xinran Han, Ko Nishino, Todd Zickler

Perceiving the shape and material of an object from a single image is inherently ambiguous, especially when lighting is unknown and unconstrained. Despite this, humans can often disentangle shape and material, and when they are uncertain, they often move their head slightly or rotate the object to help resolve the ambiguities. Inspired by this behavior, we introduce a novel conditional denoising-diffusion model that generates samples of shape-and-material maps from a short video of an object undergoing differential motions. Our parameter-efficient architecture allows training directly in pixel-space, and it generates many disentangled attributes of an object simultaneously. Trained on a modest number of synthetic object-motion videos with supervision on shape and material, the model exhibits compelling emergent behavior: For static observations, it produces diverse, multimodal predictions of plausible shape-and-material maps that capture the inherent ambiguities; and when objects move, the distributions converge to more accurate explanations. The model also produces high-quality shape-and-material estimates for less ambiguous, real-world objects. By moving beyond single-view to continuous motion observations, and by using generative perception to capture visual ambiguities, our work suggests ways to improve visual reasoning in physically-embodied systems.

Computer Vision · 3D Rendering & Reconstruction

Yixuan Yang, Zhen Luo, Tongsheng Ding, Junru Lu, Mingqi Gao, Jinyu Yang, Victor Sanchez, Feng Zheng

Automatic indoor layout generation has attracted increasing attention due to its potential in interior design, virtual environment construction, and embodied AI. Existing methods fall into two categories: prompt-driven approaches that leverage proprietary LLM services (e.g., GPT APIs), and learning-based methods trained on layout data upon diffusion-based models. Prompt-driven methods often suffer from spatial inconsistency and high computational costs, while learning-based methods are typically constrained by coarse relational graphs and limited datasets, restricting their generalization to diverse room categories. In this paper, we revisit LLM-based indoor layout generation and present 3D-SynthPlace, a large-scale dataset that combines synthetic layouts generated via a `GPT synthesize, Human inspect' pipeline, upgraded from the 3D-Front dataset. 3D-SynthPlace contains nearly 17,000 scenes, covering four common room types—bedroom, living room, kitchen, and bathroom—enriched with diverse objects and high-level spatial annotations. We further introduce OptiScene, a strong open-source LLM optimized for indoor layout generation, fine-tuned based on our 3D-SynthPlace dataset through our two-stage training. For the warum-up stage I, we adopt supervised fine-tuning (SFT), which is taught to first generate high-level spatial descriptions then conditionally predict concrete object placements. For the reinforcing stage II, to better align the generated layouts with human design preferences, we apply multi-turn direct preference optimization (DPO), which significantly improving layout quality and generation success rates. Extensive experiments demonstrate that OptiScene outperforms traditional prompt-driven and learning-based baselines. Moreover, OptiScene shows promising potential in interactive tasks such as scene editing and robot navigation, highlighting its applicability beyond static layout generation.

Computer Vision · 3D Rendering & Reconstruction

Jiahao Lu, Weitao Xiong, Jiacheng Deng, Peng Li, Tianyu Huang, Zhiyang Dou, Cheng Lin, Sai-Kit Yeung, Yuan Liu

Monocular 3D tracking aims to capture the long-term motion of pixels in 3D space from a single monocular video and has witnessed rapid progress in recent years. However, we argue that the existing monocular 3D tracking methods still fall short in separating the camera motion from foreground dynamic motion and cannot densely track newly emerging dynamic subjects in the videos. To address these two limitations, we propose TrackingWorld, a novel pipeline for dense 3D tracking of almost all pixels within a world-centric 3D coordinate system. First, we introduce a tracking upsampler that efficiently lifts the arbitrary sparse 2D tracks into dense 2D tracks. Then, to generalize the current tracking methods to newly emerging objects, we apply the upsampler to all frames and reduce the redundancy of 2D tracks by eliminating the tracks in overlapped regions. Finally, we present an efficient optimization-based framework to back-project dense 2D tracks into world-centric 3D trajectories by estimating the camera poses and the 3D coordinates of these 2D tracks. Extensive evaluations on both synthetic and real-world datasets demonstrate that our system achieves accurate and dense 3D tracking in a world-centric coordinate frame.

Computer Vision · 3D Rendering & Reconstruction

Junying Wang, Yuanlu Xu, Edith Tretschk, Ziyan Wang, Anastasia Ianina, Aljaz Bozic, Ulrich Neumann, Tony Tung

The creation of photorealistic dynamic hair remains a major challenge in digital human modeling because of the complex motions, occlusions, and light scattering. Existing methods often resort to static capture and physics-based models that do not scale as they require manual parameter fine-tuning to handle the diversity of hairstyles and motions, and heavy computation to obtain high-quality appearance. In this paper, we present Dynamic Gaussian Hair (DGH), a novel framework that efficiently learns hair dynamics and appearance. We propose: (1) a coarse-to-fine model that learns temporally coherent hair motion dynamics across diverse hairstyles; (2) a strand-guided optimization module that learns a dynamic 3D Gaussian representation for hair appearance with support for differentiable rendering, enabling gradient-based learning of view-consistent appearance under motion. Unlike prior simulation-based pipelines, our approach is fully data-driven, scales with training data, and generalizes across various hairstyles and head motion sequences. Additionally, DGH can be seamlessly integrated into a 3D Gaussian avatar framework, enabling realistic, animatable hair for high-fidelity avatar representation. DGH achieves promising geometry and appearance results, providing a scalable, data-driven alternative to physics-based simulation and rendering.

Computer Vision · 3D Rendering & Reconstruction

Octave Mariotti, Zhipeng Du, Yash Bhalgat, Oisin Mac Aodha, Hakan Bilen

Semantic correspondence (SC) aims to establish semantically meaningful matches across different instances of an object category. We illustrate how recent supervised SC methods remain limited in their ability to generalize beyond sparsely annotated training keypoints, effectively acting as keypoint detectors. To address this, we propose a novel approach for learning dense correspondences by lifting 2D keypoints into a canonical 3D space using monocular depth estimation. Our method constructs a continuous canonical manifold that captures object geometry without requiring explicit 3D supervision or camera annotations. Additionally, we introduce SPair-U, an extension of SPair-71k with novel keypoint annotations, to better assess generalization. Experiments not only demonstrate that our model significantly outperforms supervised baselines on unseen keypoints, highlighting its effectiveness in learning robust correspondences, but that unsupervised baselines outperform supervised counterparts when generalized across different datasets.

Computer Vision · 3D Rendering & Reconstruction

Aly El Hakie, Yiren Lu, Yu Yin, Michael Jenkins, Yehe Liu

Opaque objects reconstructed by 3D Gaussian Splatting (3DGS) often exhibit a falsely transparent surface, leading to inconsistent background and internal patterns under camera motion in interactive viewing. This issue stems from the ill-posed optimization in 3DGS. During training, background and foreground Gaussians are blended via $\alpha$-compositing and optimized solely against the input RGB images using a photometric loss. As this process lacks an explicit constraint on surface opacity, the optimization may incorrectly assign transparency to opaque regions, resulting in view-inconsistent and falsely transparent output. This issue is difficult to detect in standard evaluation settings (i.e., rendering static images), but becomes particularly evident in object-centric reconstructions under interactive viewing. Although other causes of view-inconsistency, such as popping artifacts, have been explored previously, false transparency has not been explicitly identified. To the best of our knowledge, we are the first to quantify, characterize, and develop solutions for this "false transparency" artifact, an under-reported artifact in 3DGS. Our strategy, Noise Guided Splatting (NGS), encourages surface Gaussians to adopt higher opacity by injecting opaque noise Gaussians in the object volume during training, requiring only minimal modifications to the existing splatting process. To quantitatively evaluate false transparency in static renderings, we propose a novel transmittance-based metric that measures the severity of this artifact. In addition, we introduce a customized, high-quality object-centric scan dataset exhibiting pronounced transparency issues, and we augment popular existing datasets (e.g., DTU) with complementary infill noise specifically designed to assess the robustness of 3D reconstruction methods to false transparency. Experiments across multiple datasets show that NGS substantially reduces false transparency while maintaining competitive performance on standard rendering metrics (e.g., PSNR), demonstrating its overall effectiveness.

Computer Vision · 3D Rendering & Reconstruction

Hyeongmin Lee, Kyungjune Baek

Dynamic 4D Gaussian Splatting (4DGS) effectively extends the high-speed rendering capabilities of 3D Gaussian Splatting (3DGS) to represent volumetric videos. However, the large number of Gaussians, substantial temporal redundancies, and especially the absence of an entropy-aware compression framework result in large storage requirements. Consequently, this poses significant challenges for practical deployment, efficient edge-device processing, and data transmission. In this paper, we introduce a novel end-to-end RD-optimized compression framework tailored for 4DGS, aiming to enable flexible, high-fidelity rendering across varied computational platforms. Leveraging Fully Explicit Dynamic Gaussian Splatting (Ex4DGS), one of the state-of-the-art 4DGS methods, as our baseline, we start from the existing 3DGS compression methods for compatibility while effectively addressing additional challenges introduced by the temporal axis. In particular, instead of storing motion trajectories independently per point, we employ a wavelet transform to reflect the real-world smoothness prior, significantly enhancing storage efficiency. This approach yields significantly improved compression ratios and provides a user-controlled balance between compression efficiency and rendering quality. Extensive experiments demonstrate the effectiveness of our method, achieving up to 91$\times$ compression compared to the original Ex4DGS model while maintaining high visual fidelity. These results highlight the applicability of our framework for real-time dynamic scene rendering in diverse scenarios, from resource-constrained edge devices to high-performance environments. The source code is available at https://github.com/HyeongminLEE/RD4DGS.

Computer Vision · 3D Rendering & Reconstruction

Jian Liu, Jing Xu, Song Guo, Jing Li, jingfeng Guo, Jiaao Yu, Haohan Weng, Biwen Lei, Xianghui Yang, Zhuo Chen 等

Existing pretrained models for 3D mesh generation often suffer from data biases and produce low-quality results, while global reinforcement learning (RL) methods rely on object-level rewards that struggle to capture local structure details. To address these challenges, we present $\textbf{Mesh-RFT}$, a novel fine-grained reinforcement fine-tuning framework that employs Masked Direct Preference Optimization (M-DPO) to enable localized refinement via quality-aware face masking. To facilitate efficient quality evaluation, we introduce an objective topology-aware scoring system to evaluate geometric integrity and topological regularity at both object and face levels through two metrics: Boundary Edge Ratio (BER) and Topology Score (TS). By integrating these metrics into a fine-grained RL strategy, Mesh-RFT becomes the first method to optimize mesh quality at the granularity of individual faces, resolving localized errors while preserving global coherence. Experiment results show that our M-DPO approach reduces Hausdorff Distance (HD) by 24.6\% and improves Topology Score (TS) by 3.8\% over pre-trained models, while outperforming global DPO methods with a 17.4\% HD reduction and 4.9\% TS gain. These results demonstrate Mesh-RFT’s ability to improve geometric integrity and topological regularity, achieving new state-of-the-art performance in production-ready mesh generation.

Computer Vision · 3D Rendering & Reconstruction

Jiacong Chen, Qingyu Mao, Youneng Bao, Xiandong MENG, Fanyang Meng, Ronggang Wang, Yongsheng Liang

3D Gaussian Splatting (3DGS) has emerged as a high-fidelity and efficient paradigm for online free-viewpoint video (FVV) reconstruction, offering viewers rapid responsiveness and immersive experiences. However, existing online methods face challenge in prohibitive storage requirements primarily due to point-wise modeling that fails to exploit the motion properties. To address this limitation, we propose a novel Compact Gaussian Streaming (ComGS) framework, leveraging the locality and consistency of motion in dynamic scene, that models object-consistent Gaussian point motion through keypoint-driven motion representation. By transmitting only the keypoint attributes, this framework provides a more storage-efficient solution. Specifically, we first identify a sparse set of motion-sensitive keypoints localized within motion regions using a viewspace gradient difference strategy. Equipped with these keypoints, we propose an adaptive motion-driven mechanism that predicts a spatial influence field for propagating keypoint motion to neighboring Gaussian points with similar motion. Moreover, ComGS adopts an error-aware correction strategy for key frame reconstruction that selectively refines erroneous regions and mitigates error accumulation without unnecessary overhead. Overall, ComGS achieves a remarkable storage reduction of over 159 × compared to 3DGStream and 14 × compared to the SOTA method QUEEN, while maintaining competitive visual fidelity and rendering speed. Project page: https://chenjiacong-1005.github.io/ComGS/.

Computer Vision · 3D Rendering & Reconstruction

Minghao Yin, Yukang Cao, Kai Han

We present WUKONG, a novel training-free framework for high-fidelity textured 3D morphing that takes a pair of source and target prompts (text or images) as input. Unlike conventional methods -- which rely on manual correspondence matching and deformation trajectory estimation (limiting generalization and requiring costly preprocessing) -- WUKONG leverages the generative prior of flow-based transformers to produce high-fidelity 3D transitions with rich texture details. To ensure smooth shape transitions, we exploit the inherent continuity of flow-based generative processes and formulate morphing as an optimal transport barycenter problem. We further introduce a sequential initialization strategy to prevent abrupt geometric distortions and preserve identity coherence. For faithful texture preservation, we propose a similarity-guided semantic consistency mechanism that selectively retains high-frequency details and enables precise control over blending dynamics. This avoids common artifacts like oversmoothing while maintaining semantic fidelity. Through extensive quantitative and qualitative evaluations, we demonstrate that WUKONG significantly outperforms state-of-the-art methods, achieving superior results across diverse geometry and texture variations.

Computer Vision · 3D Rendering & Reconstruction

Yu Chen, Rolandos Alexandros Potamias, Evangelos Ververas, Jifei Song, Jiankang Deng, Gim Hee Lee

Neural radiance fields (NeRF) and 3D Gaussian Splatting (3DGS) are popular techniques to reconstruct and render photorealistic images. However, the prerequisite of running Structure-from-Motion (SfM) to get camera poses limits their completeness. Although previous methods can reconstruct a few unposed images, they are not applicable when images are unordered or densely captured. In this work, we propose a method to train 3DGS from unposed images. Our method leverages a pre-trained 3D geometric foundation model as the neural scene representation. Since the accuracy of the predicted pointmaps does not suffice for accurate image registration and high-fidelity image rendering, we propose to mitigate the issue by initializing and fine-tuning the pre-trained model from a seed image. The images are then progressively registered and added to the training buffer, which is used to train the model further. We also propose to refine the camera poses and pointmaps by minimizing a point-to-camera ray consistency loss across multiple views. When evaluated on diverse challenging datasets, our method outperforms state-of-the-art pose-free NeRF/3DGS methods in terms of both camera pose accuracy and novel view synthesis, and even renders higher fidelity images than 3DGS trained with COLMAP poses.

Computer Vision · 3D Rendering & Reconstruction

Seunghyeok Shin, Dabin Kim, Hongki Lim

Reconstructing high-quality point clouds from images remains challenging in computer vision. Existing generative models, particularly diffusion models, based approaches that directly learn the posterior may suffer from inflexibility—they require conditioning signals during training, support only a fixed number of input views, and need complete retraining for different measurements. Recent diffusion-based methods have attempted to address this by combining prior models with likelihood updates, but they rely on heuristic fixed step sizes for the likelihood update that lead to slow convergence and suboptimal reconstruction quality. We advance this line of approach by integrating our novel Forward Curvature-Matching (FCM) update method with diffusion sampling. Our method dynamically determines optimal step sizes using only forward automatic differentiation and finite-difference curvature estimates, enabling precise optimization of the likelihood update. This formulation enables high-fidelity reconstruction from both single-view and multi-view inputs, and supports various input modalities through simple operator substitution—all without retraining. Experiments on ShapeNet and CO3D datasets demonstrate that our method achieves superior reconstruction quality at matched or lower NFEs, yielding higher F-score and lower CD and EMD, validating its efficiency and adaptability for practical applications. Code is available at https://github.com/Seunghyeok0715/FCM.

Computer Vision · 3D Rendering & Reconstruction

Di Wu, Liu Liu, Zhou Linli, Anran Huang, Liangtu Song, Qiaojun Yu, Qi Wu, Cewu Lu

Articulated objects, as prevalent entities in human life, their 3D representations play crucial roles across various applications. However, achieving both high-fidelity textured surface reconstruction and dynamic generation for articulated objects remains challenging for existing methods. In this paper, we present REArtGS, a novel framework that introduces additional geometric and motion constraints to 3D Gaussian primitives, enabling realistic surface reconstruction and generation for articulated objects. Specifically, given multi-view RGB images of arbitrary two states of articulated objects, we first introduce an unbiased Signed Distance Field (SDF) guidance to regularize Gaussian opacity fields, enhancing geometry constraints and improving surface reconstruction quality. Then we establish deformable fields for 3D Gaussians constrained by the kinematic structures of articulated objects, achieving unsupervised generation of surface meshes in unseen states. Extensive experiments on both synthetic and real datasets demonstrate our approach achieves high-quality textured surface reconstruction for given states, and enables high-fidelity surface generation for unseen states. Project site: https://sites.google.com/view/reartgs/home.

Computer Vision · 3D Rendering & Reconstruction

Jiawei Zhang, Youmin Zhang, Fabio Tosi, Meiying Gu, Jiahe Li, Xiaohan Yu, Jin Zheng, Xiao Bai, Matteo Poggi

We present Eve3D, a novel framework for dense 3D reconstruction based on 3D Gaussian Splatting (3DGS). While most existing methods rely on imperfect priors derived from pre-trained vision models, Eve3D fully leverages these priors by jointly optimizing both them and the 3DGS backbone. This joint optimization creates a mutually reinforcing cycle: the priors enhance the quality of 3DGS, which in turn refines the priors, further improving the reconstruction. Additionally, Eve3D introduces a novel optimization step based on bundle adjustment, overcoming the limitations of the highly local supervision in standard 3DGS pipelines. Eve3D achieves state-of-the-art results in surface reconstruction and novel view synthesis on the Tanks & Temples, DTU, and Mip-NeRF360 datasets. while retaining fast convergence, highlighting an unprecedented trade-off between accuracy and speed.

Applications · Robotics

Jingyi Tian, Le Wang, Sanping Zhou, Sen Wang, lijiayi, Gang Hua

Learning generalizable robotic manipulation policies remains a key challenge due to the scarcity of diverse real-world training data. While recent approaches have attempted to mitigate this through self-supervised representation learning, most either rely on 2D vision pretraining paradigms such as masked image modeling, which primarily focus on static semantics or scene geometry, or utilize large-scale video prediction models that emphasize 2D dynamics, thus failing to jointly learn the geometry, semantics, and dynamics required for effective manipulation. In this paper, we present DynaRend, a representation learning framework that learns 3D-aware and dynamics-informed triplane features via masked reconstruction and future prediction using differentiable volumetric rendering. By pretraining on multi-view RGB-D video data, DynaRend jointly captures spatial geometry, future dynamics, and task semantics in a unified triplane representation. The learned representations can be effectively transferred to downstream robotic manipulation tasks via action value map prediction. We evaluate DynaRend on two challenging benchmarks, RLBench and Colosseum, as well as in real-world robotic experiments, demonstrating substantial improvements in policy success rate, generalization to environmental perturbations, and real-world applicability across diverse manipulation tasks.

Computer Vision · 3D Rendering & Reconstruction

Yancheng Zhang, Guangyu Sun, Chen Chen

Novel view synthesis (NVS) is crucial in computer vision and graphics, with wide applications in AR, VR, and autonomous driving. While 3D Gaussian Splatting (3DGS) enables real-time rendering with high appearance fidelity, it suffers from multi-view inconsistencies, limiting geometric accuracy. In contrast, 2D Gaussian Splatting (2DGS) enforces multi-view consistency but compromises texture details. To address these limitations, we propose Exchangeable Gaussian Splatting (EGGS), a hybrid representation that integrates 2D and 3D Gaussians to balance appearance and geometry. To achieve this, we introduce Hybrid Gaussian Rasterization for unified rendering, Adaptive Type Exchange for dynamic adaptation between 2D and 3D Gaussians, and Frequency-Decoupled Optimization that effectively exploits the strengths of each type of Gaussian representation. Our CUDA-accelerated implementation ensures efficient training and inference. Extensive experiments demonstrate that EGGS outperforms existing methods in rendering quality, geometric accuracy, and efficiency, providing a practical solution for high-quality NVS.

Computer Vision · 3D Rendering & Reconstruction

Zhen Xu, Zhengqin Li, Zhao Dong, Xiaowei Zhou, Richard Newcombe, Zhaoyang Lv

We propose 4DGT, a 4D Gaussian-based Transformer model for dynamic scene reconstruction, trained entirely on real-world monocular posed videos. Using 4D Gaussian as an inductive bias, 4DGT unifies static and dynamic components, enabling the modeling of complex, time-varying environments with varying object lifespans. We proposed a novel density control strategy in training, which enables our 4DGT to handle longer space-time input. Our model processes 64 consecutive posed frames in a rolling-window fashion, predicting consistent 4D Gaussians in the scene. Unlike optimization-based methods, 4DGT performs purely feed-forward inference, reducing reconstruction time from hours to seconds and scaling effectively to long video sequences. Trained only on large-scale monocular posed video datasets, 4DGT can outperform prior Gaussian-based networks significantly in real-world videos and achieve on-par accuracy with optimization-based methods on cross-domain videos.

Computer Vision · 3D Rendering & Reconstruction

Jan Philipp Schneider, Pratik S. Bisht, Ilya Chugunov, Andreas Kolb, Michael Moeller, Felix Heide

Learning editable high-resolution scene representations for dynamic scenes is an open problem with applications across the domains from autonomous driving to creative editing - the most successful approaches today make a trade-off between editability and supporting scene complexity: neural atlases represent dynamic scenes as two deforming image layers, foreground and background, which are editable in 2D, but break down when multiple objects occlude and interact. In contrast, scene graph models make use of annotated data such as masks and bounding boxes from autonomous-driving datasets to capture complex 3D spatial relationships, but their implicit volumetric node representations are challenging to edit view-consistently. We propose Neural Atlas Graphs (NAGs), a hybrid high-resolution scene representation, where every graph node is a view-dependent neural atlas, facilitating both 2D appearance editing and 3D ordering and positioning of scene elements. Fit at test-time, NAGs achieve state-of-the-art quantitative results on the Waymo Open Dataset - by 5 dB PSNR increase compared to existing methods - and make environmental editing possible in high resolution and visual quality - creating counterfactual driving scenarios with new backgrounds and edited vehicle appearance. We find that the method also generalizes beyond driving scenes and compares favorably - by more than 7 dB in PSNR - to recent matting and video editing baselines on the DAVIS video dataset with a diverse set of human and animal-centric scenes. Project Page: https://princeton-computational-imaging.github.io/nag/

Computer Vision · 3D Rendering & Reconstruction

Ruofan Liang, Kai He, Zan Gojcic, Igor Gilitschenski, Sanja Fidler, Nandita Vijaykumar, Zian Wang

Estimating scene lighting from a single image or video remains a longstanding challenge in computer vision and graphics. Learning-based approaches are constrained by the scarcity of ground-truth HDR environment maps, which are expensive to capture and limited in diversity. While recent generative models offer strong priors for image synthesis, lighting estimation remains difficult due to its reliance on indirect visual cues, the need to infer global (non-local) context, and the recovery of high-dynamic-range outputs. We propose LuxDiT, a novel data-driven approach that fine-tunes a video diffusion transformer to generate HDR environment maps conditioned on visual input. Trained on a large synthetic dataset with diverse lighting conditions, our model learns to infer illumination from indirect visual cues and generalizes effectively to real-world scenes. To improve semantic alignment between the input and the predicted environment map, we introduce a low-rank adaptation finetuning strategy using a collected dataset of HDR panoramas. Our method produces accurate lighting predictions with realistic angular high-frequency details, outperforming existing state-of-the-art techniques in both quantitative and qualitative evaluations.