{"id":28561378,"url":"https://github.com/microsoft/renderformer","last_synced_at":"2026-03-01T18:01:04.694Z","repository":{"id":295920114,"uuid":"971944464","full_name":"microsoft/renderformer","owner":"microsoft","description":"Official Code Release for [SIGGRAPH 2025] RenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global 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   \u003cimg width=320 src=\"medias/rf.png\"\u003e\n  \u003c/div\u003e\n\n  \u003ch1 align=\"center\"\u003eRenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global Illumination\u003c/h1\u003e\n  \u003cp align=\"center\"\u003e\n    \u003ca href=\"https://www.chong-zeng.com/\"\u003e\u003cstrong\u003eChong Zeng\u003c/strong\u003e\u003c/a\u003e\n    ·\n    \u003ca href=\"https://yuedong.shading.me/\"\u003e\u003cstrong\u003eYue Dong\u003c/strong\u003e\u003c/a\u003e\n    ·\n    \u003ca href=\"https://www.cs.wm.edu/~ppeers/\"\u003e\u003cstrong\u003ePieter Peers\u003c/strong\u003e\u003c/a\u003e\n    ·\n    \u003ca href=\"https://svbrdf.github.io/\"\u003e\u003cstrong\u003eHongzhi Wu\u003c/strong\u003e\u003c/a\u003e\n    ·\n    \u003ca href=\"https://scholar.google.com/citations?user=P91a-UQAAAAJ\u0026hl=en\"\u003e\u003cstrong\u003eXin Tong\u003c/strong\u003e\u003c/a\u003e\n  \u003c/p\u003e\n  \u003ch2 align=\"center\"\u003eSIGGRAPH 2025 Conference Papers\u003c/h2\u003e\n\n  \u003cdiv align=\"center\"\u003e\n    \u003cimg src=\"medias/gallery-10.jpg\"\u003e\n    Examples of triangle-mesh based scenes rendered with RenderFormer without per-scene training or fine-tuning that include (multiple) specular reflections, complex shadows, diffuse indirect lighting, glossy reflections, soft and hard shadows, and multiple light sources.\n  \u003c/div\u003e\n\n  \u003cp align=\"center\"\u003e\n  \u003cbr\u003e\n    \u003ca href=\"https://microsoft.github.io/renderformer/\"\u003e\u003cstrong\u003eProject Page\u003c/strong\u003e\u003c/a\u003e\n    |\n    \u003ca href=\"https://arxiv.org/abs/2505.21925\"\u003e\u003cstrong\u003earXiv\u003c/strong\u003e\u003c/a\u003e\n    |\n    \u003ca href=\"https://renderformer.github.io/pdfs/renderformer-paper.pdf\"\u003e\u003cstrong\u003ePaper\u003c/strong\u003e\u003c/a\u003e\n    |\n    \u003ca href=\"https://huggingface.co/microsoft/renderformer-v1.1-swin-large\"\u003e\u003cstrong\u003eModel\u003c/strong\u003e\u003c/a\u003e\n    |\n    \u003ca href=\"https://github.com/microsoft/renderformer\"\u003e\u003cstrong\u003eOfficial Code\u003c/strong\u003e\u003c/a\u003e\n  \u003c/p\u003e\n\u003c/p\u003e\n\nRenderFormer is a neural rendering pipeline that directly renders an image from a triangle-based representation of a scene with full global illumination effects and that does not require per-scene training or fine-tuning. Instead of taking a physics-centric approach to rendering, we formulate rendering as a sequence-to-sequence transformation where a sequence of tokens representing triangles with reflectance properties is converted to a sequence of output tokens representing small patches of pixels. RenderFormer follows a two stage pipeline: a view-independent stage that models triangle-to-triangle light transport, and a view-dependent stage that transforms a token representing a bundle of rays to the corresponding pixel values guided by the triangle-sequence from the the view-independent stage. Both stages are based on the transformer architecture and are learned with minimal prior constraints. We demonstrate and evaluate RenderFormer on scenes with varying complexity in shape and light transport.\n\n# Table of Content\n\n- [Installation](#installation)\n  * [Prerequisites](#prerequisites)\n  * [Environment Setup](#environment-setup)\n  * [Pretrained Models](#pretrained-models)\n- [Usage](#usage-1)\n  * [Image Rendering](#image-rendering)\n    + [Scene Conversion](#scene-conversion)\n    + [Rendering a Single Image Using Inference Script](#rendering-a-single-image-using-inference-script)\n      - [Available Arguments of the Inference Script](#available-arguments-of-the-inference-script)\n    + [Inference with `RenderFormerRenderingPipeline`](#inference-with--renderformerrenderingpipeline-)\n  * [Video Rendering](#video-rendering)\n    + [Download Example Data](#download-example-data)\n    + [Rendering a Video Using Inference Script](#rendering-a-video-using-inference-script)\n      - [Available Arguments of the Inference Script](#available-arguments-of-the-inference-script-1)\n- [Bring Your Own Scene!](#bring-your-own-scene-)\n  * [Scene Definition JSON](#scene-definition-json)\n    + [Scene Structure](#scene-structure)\n    + [Object Configuration](#object-configuration)\n    + [Camera Configuration](#camera-configuration)\n    + [Example Scene](#example-scene)\n    + [HDF5 Data Fields](#hdf5-data-fields)\n    + [Remesh Objects](#remesh-objects)\n    + [Rendering Reference with Blender](#rendering-reference-with-blender)\n  * [Blender Extension](#blender-extension)\n  * [Scene Setting Tips](#scene-setting-tips)\n- [Acknowledgements](#acknowledgements)\n- [License](#license)\n- [Citation](#citation)\n\n# Installation\n\n## Prerequisites\n\n- **System**: The code is tested on **Linux**, **MacOS** and **Windows**.\n- **Hardware**: The code has been tested on both **NVIDIA CUDA GPUs** and **Apple Metal GPUs**. The minimal GPU memory requirement is 8GB.\n\n## Environment Setup\n\nFirst set up an environment with PyTorch 2.0+. For CUDA users, you can install Flash Attention from https://github.com/Dao-AILab/flash-attention.\n\nThe rest of the dependencies can be installed through:\n\n```bash\ngit clone https://github.com/microsoft/renderformer\ncd renderformer\npip install -r requirements.txt\npython3 -c \"import imageio; imageio.plugins.freeimage.download()\"  # Needed for HDR image IO\n```\n\n## Pretrained Models\n\n| Model | Params | Link | Model ID |\n|-------|--------|------|----------|\n| RenderFormer-V1-Base | 205M | [Hugging Face](https://huggingface.co/microsoft/renderformer-v1-base) | `microsoft/renderformer-v1-base` |\n| RenderFormer-V1.1-Large | 483M | [Hugging Face](https://huggingface.co/microsoft/renderformer-v1.1-swin-large) | `microsoft/renderformer-v1.1-swin-large` |\n\n\u003cdetails\u003e\n\u003csummary\u003eNote on the released models\u003c/summary\u003e\n\u003cbr\u003e\nWe found a shader bug in the training data that we used in the submission. We re-trained the models with the corrected shader and released the new models. Thus the model performance and output might be different from the results in the paper.\n\u003c/details\u003e\n\n# Usage\n\n## Image Rendering\n\n### Scene Conversion\n\nWe put example scene config JSON files at [`examples`](./examples). To render a scene, first convert a scene config JSON file into our HDF5 scene format:\n\n```bash\npython3 scene_processor/convert_scene.py examples/cbox.json --output_h5_path tmp/cbox/cbox.h5\n```\n\n### Rendering a Single Image Using Inference Script\n\n```bash\npython3 infer.py --h5_file tmp/cbox/cbox.h5 --output_dir output/cbox/\n```\n\nYou should now see `output/cbox/cbox_view_0.exr` and `output/cbox/cbox_view_0.png` under your output folder. `.exr` is the HDR Linear output from RenderFormer, and `.png` is the LDR version of the rendered image. You can enable different tone mappers through `--tone_mapper` to achieve better visual results.\n\nThe script will automatically fallback to use torch scaled dot product attention if Flash Attention is not found on the system. We also provide an environment `ATTN_IMPL` for you to choose which attention implementation to use:\n\n```bash\n# Use SDPA intentionally\nATTN_IMPL=sdpa python3 infer.py --h5_file tmp/cbox/cbox.h5 --output_dir output/cbox/\n```\n\nPlease check the [image render shell script](./render-images.sh) for more examples.\n\n#### Available Arguments of the Inference Script\n\n```bash\n--h5_file H5_FILE     Path to the input H5 file\n--model_id MODEL_ID   Model ID on Hugging Face or local path\n--precision {bf16,fp16,fp32}\n                      Precision for inference (Default: fp16)\n--resolution RESOLUTION\n                      Resolution for inference (Default: 512)\n--output_dir OUTPUT_DIR\n                      Output directory (Default: same as input H5 file)\n--tone_mapper {none,agx,filmic,pbr_neutral}\n                      Tone mapper for inference (Default: none)\n```\n\n### Inference with `RenderFormerRenderingPipeline`\n\nYou can achieve batch rendering with `RenderFormerRenderingPipeline` by providing a batch of input scene and rendering camera parameters.\n\nMinimal example (without meaningful inputs, just for testing):\n\n```python\nimport torch\nfrom renderformer import RenderFormerRenderingPipeline\n\npipeline = RenderFormerRenderingPipeline.from_pretrained(\"microsoft/renderformer-v1.1-swin-large\")\ndevice = torch.device('cuda')\npipeline.to(device)\n\nBATCH_SIZE = 2\nNUM_TRIANGLES = 1024\nTEX_PATCH_SIZE = 32\nNUM_VIEWS = 4\n\ntriangles = torch.randn((BATCH_SIZE, NUM_TRIANGLES, 3, 3), device=device)\ntexture = torch.randn((BATCH_SIZE, NUM_TRIANGLES, 13, TEX_PATCH_SIZE, TEX_PATCH_SIZE), device=device)\nmask = torch.ones((BATCH_SIZE, NUM_TRIANGLES), dtype=torch.bool, device=device)\nvn = torch.randn((BATCH_SIZE, NUM_TRIANGLES, 3, 3), device=device)\nc2w = torch.randn((BATCH_SIZE, NUM_VIEWS, 4, 4), device=device)\nfov = torch.randn((BATCH_SIZE, NUM_VIEWS, 1), device=device)\n\nrendered_imgs = pipeline(\n    triangles=triangles,\n    texture=texture,\n    mask=mask,\n    vn=vn,\n    c2w=c2w,\n    fov=fov,\n    resolution=512,\n    torch_dtype=torch.float16,\n)\nprint(\"Inference completed. Rendered Linear HDR images shape:\", rendered_imgs.shape)\n# Inference completed. Rendered Linear HDR images shape: torch.Size([2, 4, 512, 512, 3])\n```\n\nPlease check [`infer.py`](./infer.py) and [`rendering_pipeline.py`](./renderformer/pipelines/rendering_pipeline.py) for detailed usages.\n\n## Video Rendering\n\n### Download Example Data\n\nWe put example video input data on [Hugging Face](https://huggingface.co/datasets/renderformer/renderformer-video-data). You can download and unzip them with [this script](./download_video_data.sh).\n\n### Rendering a Video Using Inference Script\n\n```bash\npython3 batch_infer.py --h5_folder renderformer-video-data/submission-videos/cbox-roughness/ --output_dir output/videos/cbox-roughness\n```\n\nPlease check the [video render shell script](./render-videos.sh) for more examples.\n\n#### Available Arguments of the Inference Script\n\n```bash\n--h5_folder H5_FOLDER\n                      Path to the folder containing input H5 files\n--model_id MODEL_ID   Model ID on Hugging Face or local path\n--precision {bf16,fp16,fp32}\n                      Precision for inference\n--resolution RESOLUTION\n                      Resolution for inference\n--batch_size BATCH_SIZE\n                      Batch size for inference\n--padding_length PADDING_LENGTH\n                      Padding length for inference\n--num_workers NUM_WORKERS\n                      Number of workers for data loading\n--output_dir OUTPUT_DIR\n                      Output directory for rendered images (default: same as input folder)\n--save_video          Merge rendered images into a video at video.mp4.\n--tone_mapper {none,agx,filmic,pbr_neutral}\n                      Tone mapper for inference\n```\n\n# Bring Your Own Scene!\n\n## Scene Definition JSON\n\nRenderFormer uses a JSON-based scene description format that defines the geometry, materials, lighting, and camera setup for your scene. The scene configuration is defined using a hierarchical structure with the following key components:\n\n### Scene Structure\n\n- `scene_name`: A descriptive name for your scene\n- `version`: The version of the scene description format (currently \"1.0\")\n- `objects`: A dictionary of objects in the scene, including both geometry and lighting\n- `cameras`: A list of camera configurations for rendering\n\n### Object Configuration\n\nEach object in the scene requires:\n\n- `mesh_path`: Path to the .obj mesh file\n- `material`: Material properties including:\n  - `diffuse`: RGB diffuse color [r, g, b]\n  - `specular`: RGB specular color [r, g, b] (We currently only support white specular, and diffuse + specular should be no larger than 1.0)\n  - `roughness`: Surface roughness (0.01 to 1.0)\n  - `emissive`: RGB emission color [r, g, b] (We currently only support white emission, and only on light source triangles)\n  - `smooth_shading`: Whether to use smooth shading on this object\n  - `rand_tri_diffuse_seed`: Optional seed for random triangle coloring, if none, use the diffuse color directly\n  - `random_diffuse_max`: Maximum value for random diffuse color assignment (max diffuse color + specular color should be no larger than 1.0)\n  - `random_diffuse_type`: Type of random diffuse color assignment, either per triangle or per shading group\n- `transform`: Object transformation including:\n  - `translation`: [x, y, z] position\n  - `rotation`: [x, y, z] rotation in degrees\n  - `scale`: [x, y, z] scale factors\n  - `normalize`: Whether to normalize object to unit sphere\n- `remesh`: Whether to remesh the object\n- `remesh_target_face_num`: Target face number of the remeshed object\n\n### Camera Configuration\n\nEach camera requires:\n\n- `position`: [x, y, z] camera position\n- `look_at`: [x, y, z] target point\n- `up`: [x, y, z] up vector\n- `fov`: Field of view in degrees\n\n### Example Scene\n\nWe recommend start from the `examples/init-template.json` and modify it to your needs. For more complex examples, refer to the scene configurations in the `examples` directory.\n\n### HDF5 Data Fields\n\nThe HDF5 file contains the following fields:\n\n- `triangles`: [N, 3, 3] array of triangle vertices\n- `texture`: [N, 13, 32, 32] array of texture patches\n- `vn`: [N, 3, 3] array of vertex normals\n- `c2w`: [N, 4, 4] array of camera-to-world matrices\n- `fov`: [N] array of field of view\n\nWe use the same camera coordinate system as Blender (-Z = view direction, +Y = up, +X = right), be mindful of the coordinate system when implementing your own HDF5 converter.\n\nPlease refer to [`scene_processor/to_h5.py`](./scene_processor/to_h5.py) for more details.\n\n### Remesh Objects\n\nWe provide a simple remeshing tool in [`scene_processor/remesh.py`](./scene_processor/remesh.py). You can use it to remesh your objects before putting them into the scene.\n\nWe also provide fields in the scene config JSON file (`remesh` and `remesh_target_face_num`) to allow you to remesh the object during scene conversion process.\n\n```bash\npython3 scene_processor/remesh.py --input path/to/your/high_res_mesh.obj ----output remeshed_object.obj --target_face_num 1024\n```\n\n### Rendering Reference with Blender\n\nWe provide a script at [`scene_processor/to_blend.py`](./scene_processor/to_blend.py) to render the reference images with Blender. It converts the JSON described scene into a Blender scene, so you can render the scene with Blender or save it as a blend file for later use.\n\nExample usage:\n\n```bash\npython3 scene_processor/to_blend.py examples/cbox.json --output_dir tmp/cbox --dump_blend --save_img --spp 4096\n```\n\nFor detailed usage, please check the script.\n\n## Blender Extension\n\nWe provide a Blender Extension to simplify the process of setting up a scene for RenderFormer. Please refer to the [Blender Extension](https://github.com/iamNCJ/renderformer-blender-extension) for more details.\n\n## Scene Setting Tips\n\n1. Always start from the `examples/init-template.json`.\n2. Please limit the scene in our training data range, extrapolation can work but not guaranteed.\n   - Camera distance to scene center in [1.5, 2.0], fov in [30, 60] degrees\n   - Scene bounding box in [-0.5, 0.5] in x, y, z\n   - Light sources: up to 8 triangles (please use the triangle mesh at [`examples/templates/lighting/tri.obj`](./examples/templates/lighting/tri.obj)), each scale in [2.0, 2.5], distance to scene center in [2.1, 2.7], emission values summed in [2500, 5000]\n   - Total number of triangles: training data covers up to 4096 triangles, but extending to 8192 triangles during inference usually still works.\n   - All training objects are water-tight and simplified with QSlim. Uniform triangle sizes are preferred. If you find your object not working, try to remesh it with our provided script or other remeshing tools.\n\n# Acknowledgements\n\nWe borrowed some code from the following repositories. We thank the authors for their contributions.\n\n- [DPT](https://github.com/isl-org/DPT/)\n- [nerfstudio](https://github.com/nerfstudio-project/nerfstudio/)\n- [rotary-embedding-torch](https://github.com/lucidrains/rotary-embedding-torch)\n\nIn addition to the 3D model from [Objaverse](https://objaverse.allenai.org/), we express our profound appreciation to the contributors of the 3D models that we used in the examples.\n\n- [**Shader Ball**](https://rgl.s3.eu-central-1.amazonaws.com/scenes/matpreview.zip): by Wenzel Jakob from [Mitsuba Gallery](https://mitsuba.readthedocs.io/en/stable/src/gallery.html)\n- **Stanford Bunny \u0026 Lucy**: from [The Stanford 3D Scanning Repository](https://graphics.stanford.edu/data/3Dscanrep/)\n- **Cornell Box**: from [Cornell Box Data, Cornell University Program of Computer Graphics](https://www.graphics.cornell.edu/online/box/)\n- **Utah Teapot**: from [Utah Model Repository](https://users.cs.utah.edu/~dejohnso/models/teapot.html)\n- **Veach MIS**: From Eric Veach and Leonidas J. Guibas. 1995. Optimally combining sampling techniques for Monte Carlo rendering\n- **Spot**: By Keenan Crane from [Keenan's 3D Model Repository](https://www.cs.cmu.edu/~kmcrane/Projects/ModelRepository/)\n- [**Klein Bottle**](https://sketchfab.com/3d-models/klein-bottle-ce95eaceb29544aaa47db7a586811b09): By Fausto Javier Da Rosa \n- **Constant Width**: Original mesh from [Small volume bodies of constant width](https://arxiv.org/abs/2405.18501). Derived mesh from [Keenan's 3D Model Repository](https://www.cs.cmu.edu/~kmcrane/Projects/ModelRepository/)\n- [**Jewelry**](https://sketchfab.com/3d-models/jewelry-4373121e41f94727bb802b78ce6b566f): By elbenZ\n- [**Banana**](https://sketchfab.com/3d-models/banana-923ea2b1927d4c24ab88860ee416ce6c), [**Easter Basket**](https://sketchfab.com/3d-models/easter-basket-427232bfdd344c46ab878c4bfcb8f904), [**Water Bottle**](https://sketchfab.com/3d-models/water-bottle-c002e2aa017d49ae8e6dbd295cca3914), [**Bronco**](https://sketchfab.com/3d-models/bronco-37e3760bfde44beeb39e6fd69b690637), [**Heart**](https://sketchfab.com/3d-models/heart-puzzle-e762b2d7de6749e79f54e0e6a0ff96be): By Microsoft\n- [**Lowpoly Fox**](https://sketchfab.com/3d-models/lowpoly-fox-01674a892f414c0681afdeb563cc8e13): By Vlad Zaichyk\n- [**Lowpoly Crystals**](https://sketchfab.com/3d-models/lowpoly-crystals-d94bccb1305d409482eba04d736fb7dd): By Mongze\n- [**Bowling Pin**](https://sketchfab.com/3d-models/bowling-pin-e0be50c74a4a479f8d412a4050f8fe05): By SINOFWRATH\n- [**Cube Cascade**](https://sketchfab.com/3d-models/cube-cascade-11ba2667998d45f8b3ad178b27a34725), [**Marching Cubes**](https://sketchfab.com/3d-models/marching-cubes-4d2a15a193764305875c62bd5dff757d): By Tycho Magnetic Anomaly\n- [**Dancing Crab**](https://sketchfab.com/3d-models/dancing-crab-uca-mjoebergi-280863886fee409ab3c8168f07caa89f): By Bohdan Lvov\n- [**Magical Gyroscope**](https://sketchfab.com/3d-models/magical-gyroscope-a3f110c0d2944a2dbff78709eb8f3984): By reddification\n- [**Capoeira Cube**](https://sketchfab.com/3d-models/capoeira-cube-753c8e3fdab64478b497fc5c6d8c88d9): By mortaleiros\n- [**P.U.C. Security Bot**](https://sketchfab.com/3d-models/puc-security-bot-7-ee0a6da142b94d2bbf1d65526bec3d3e): By Gouhadouken\n\n# License\n\nRenderFormer model and the majority of the code are licensed under the MIT License. The following submodules may have different licenses:\n\n- [renderformer-liger-kernel](https://github.com/iamNCJ/renderformer-liger-kernel): Redistributed Liger Kernel for RenderFormer integration. It's derived from original [Liger Kernel](https://github.com/linkedin/Liger-Kernel) and licensed under the BSD 2-Clause \"Simplified\" [License](https://github.com/iamNCJ/renderformer-liger-kernel/blob/main/LICENSE.txt).\n- [simple-ocio](https://github.com/iamNCJ/simple-ocio): We use this tool to simplify OpenColorIO usage for tone-mapping. This package redistributes the complete [Blender Color Management](https://projects.blender.org/blender/blender/src/branch/main/release/datafiles/colormanagement) directory. The full license text is available at [ocio-license.txt](https://github.com/iamNCJ/simple-ocio/blob/main/simple_ocio/ocio_data/ocio-license.txt) and the headers of each configuration file. The package itself is still licensed under the MIT [License](https://github.com/iamNCJ/simple-ocio/blob/main/LICENSE).\n\n# Citation\n\nIf you find this work helpful, please cite our paper:\n\n```bibtex\n@inproceedings {zeng2025renderformer,\n    title      = {RenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global Illumination},\n    author     = {Chong Zeng and Yue Dong and Pieter Peers and Hongzhi Wu and Xin Tong},\n    booktitle  = {ACM SIGGRAPH 2025 Conference Papers},\n    year       = {2025}\n}\n```\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fmicrosoft%2Frenderformer","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fmicrosoft%2Frenderformer","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fmicrosoft%2Frenderformer/lists"}