Imagine taking one photo of an object and generating a complete 3D model that:
This is extremely difficult because:
| Challenge | Why It's Hard |
|---|---|
| Single image | Missing information about hidden sides |
| Relighting | Need to know material properties, not just color |
| Integration | Professional pipelines require specific data formats |
Key Insight: Color in a photo = geometry + material + lighting combined. Separating them is the core challenge.
Think of 3D Gaussians as fuzzy, elliptical blobs floating in 3D space.
Traditional 3D: 3D Gaussians:
Hard polygon mesh → Soft, overlapping blobs
[■■■■■] → (●)(●)(●)(●)
Why use them?
Each Gaussian blob stores:
PBR is a system that describes how light physically interacts with surfaces.
Instead of just storing "color," PBR stores separate material channels:
PBR Material = Albedo + Metallic-Roughness + Surface Normals
| Channel | What It Means | Example |
|---|---|---|
| Albedo | True base color (no lighting) | Pure red paint |
| Metallic | How metal-like the surface is | 0 = plastic, 1 = steel |
| Roughness | How smooth vs. matte | 0 = mirror, 1 = chalk |
| Surface Normals | Which direction each surface faces | Determines how light bounces |
Why this matters: With PBR data, you can relight the object under ANY lighting condition because you know the physics of the material, not just how it looked in one photo.
Luce's first key idea: assign dedicated Gaussian primitives to each PBR modality.
Traditional approach: Luce's approach:
One Gaussian = everything Specialized Gaussians per channel
[Gaussian blob] → [Albedo Gaussians ]
stores color only [Metallic Gaussians ]
[Roughness Gaussians ]
[Normal Gaussians ]
These are organized in a voxelized (3D grid) structure, giving spatial organization.
Analogy: Like having specialized workers instead of one generalist — each expert handles their domain better.
A Variational Autoencoder (VAE) compresses the complex Gaussian cloud into a compact latent space.
Complex Gaussian Cloud → [ENCODER] → Small Latent Vector → [DECODER] → Gaussian Cloud
(huge, detailed) (compact, learnable) (reconstructed)
Why compress?
Analogy: Like compressing a book into a summary. The summary captures the essence, and you can reconstruct a detailed version from it.
This is the component that takes one image and generates the latent code.
A method for generating data by learning to transform random noise into structured output along straight paths:
Random Noise → → → → → → → Target Latent
(step 1) (final step)
Traditional diffusion: curved, many steps
Rectified flow: straight, efficient
The transformer doesn't just see the raw image — it receives multi-layer features from a pretrained image encoder:
Input Image
↓
[Pretrained Image Encoder]
↓
Layer 1 features: Fine spatial details (edges, text, logos)
Layer 2 features: Mid-level patterns (textures, shapes)
Layer 3 features: High-level semantics (object type, material)
↓
[Rectified-Flow Transformer]
↓
Material-Aware Latent Code
Key Insight: Using multiple layers preserves BOTH "what is this object?" AND "what does the surface texture look like?" — both are needed for faithful reconstruction.
INPUT: Single Image
↓
[1] Pretrained Encoder extracts multi-layer features
↓
[2] Rectified-Flow Transformer generates latent code
(conditioned on those features)
↓
[3] VAE Decoder reconstructs:
├── Relightable PBR Gaussians (always)
└── Textured Mesh + Normal Map (optional)
↓
OUTPUT: 3D Asset with full PBR materials
The optional mesh output with tangent-space normal maps makes Luce compatible with standard rendering pipelines used in games, film, and product visualization.
| Metric | Luce | Best Baseline | Improvement |
|---|---|---|---|
| FID (lower = better) | ✅ Best | — | 28% improvement |
FID (Fréchet Inception Distance) measures how realistic generated images look compared to real ones. Lower = more realistic.
| Metric | Luce | Best Baseline |
|---|---|---|
| CLIP Alignment (higher = better) | 0.8519 | 0.8299 |
CLIP Score measures how well the 3D output matches the input image semantically.
Luce specifically preserves fine details that other methods lose:
| System | Approach | Key Difference from Luce |
|---|---|---|
| DSplats | Denoising multiview diffusion | Needs multiple input views; lacks PBR |
| HeadsUp | UV-parameterized Gaussians | Domain-specific (heads only); no PBR |
| Luce | Multimodal PBR Gaussians + rectified flow | Single image, full PBR, general objects |
PROBLEM: Single image → relightable 3D asset
LUCE'S SOLUTION:
┌─────────────────────────────────────────────┐
│ Multimodal Gaussians (geometry + PBR) │
│ + │
│ VAE compression (material-aware latent) │
│ + │
│ Rectified-flow transformer (generation) │
│ + │
│ Multi-layer conditioning (detail + context)│
└─────────────────────────────────────────────┘
RESULT: State-of-the-art relightable 3D generation
from a single image