We introduce SynthLight, a diffusion model for portrait relighting. Our approach frames image relighting as a re-rendering problem, where pixels are transformed in response to changes in environmental lighting conditions. Using a physically-based rendering engine, we synthesize a dataset to simulate this lighting-conditioned transformation with 3D head assets under varying lighting. We propose two training and inference strategies to bridge the gap between the synthetic and real image domains: (1) multi-task training that takes advantage of real human portraits without lighting labels; (2) an inference time diffusion sampling procedure based on classifier-free guidance that leverages the input portrait to better preserve details. Our method generalizes to diverse real photographs and produces realistic illumination effects, including specular highlights and cast shadows, while preserving the subject's identity. Our quantitative experiments on Light Stage data demonstrate results comparable to state-of-the-art relighting methods. Our qualitative results on in-the-wild images showcase rich and unprecedented illumination effects.
SynthLight relights close-up portraits by continuously rotating an environment map. Training on synthetic data helps us capture illumination effects such as specular highlights from skin, subsurface scattering in ears due to intense backlight, rim-effects in hair, hard cast-shadows, all while maintaining the identity of the original subject and the harmony of the entire composition.
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We apply SynthLight on half-body portraits, a domain not present in our synthetic dataset, and find that it generalises surprisingly well to such portraits.
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We demonstrate a variety of interesting portrait illumination effects for human portraits such as rim lighting in hair, subsurface scattering in ears, strong cast shadows and more!
Our method works reliably, even when faces are painted. This is inspite the fact that our method uses only synthetic data for relighting supervision.
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We stress-test SynthLight by testing it on toys, figurines and non-photorealistic 3D characters, to elucidate it's generalization capabilities. We find that surprisingly, plausible shadows are cast on floor from various objects in the scene, in response to change in lighting.
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