  We present a efficient multi-view inverse rendering method for large-scale
real-world indoor scenes that reconstructs global illumination and
physically-reasonable SVBRDFs. Unlike previous representations, where the
global illumination of large scenes is simplified as multiple environment maps,
we propose a compact representation called Texture-based Lighting (TBL). It
consists of 3D mesh and HDR textures, and efficiently models direct and
infinite-bounce indirect lighting of the entire large scene. Based on TBL, we
further propose a hybrid lighting representation with precomputed irradiance,
which significantly improves the efficiency and alleviates the rendering noise
in the material optimization. To physically disentangle the ambiguity between
materials, we propose a three-stage material optimization strategy based on the
priors of semantic segmentation and room segmentation. Extensive experiments
show that the proposed method outperforms the state-of-the-art quantitatively
and qualitatively, and enables physically-reasonable mixed-reality applications
such as material editing, editable novel view synthesis and relighting. The
project page is at https://lzleejean.github.io/TexIR.
