NIDAR : NIR-Guided Intrinsic Decomposition for Scalable Scene-Agnostic LiDAR Intensity Reconstruction

Junjie Zhang1 Jie Yin2 Kefei Qian1 Jie Li1 Mengpei Jia3* Yajuan Dun3
*Corresponding author
1Chongqing University 2Shanghai Jiao Tong University 3Ministry of Industry and Information Technology 4Western China Science City Innovation Center of Intelligent and Connected Vehicles

Intensity for Any Scenes/Simulators

Add synthesized intensity to calibrated point clouds, without per-scene optimization in the evaluated settings.

NIDAR teaser

TL;DR

NIDAR is a plug-and-play LiDAR intensity synthesis module that augments arbitrary LiDAR simulators and re-simulation pipelines. It infers physically consistent intensity from low-cost RGB inputs and geometry, requiring no per-scene training/optimization and no intensity ground truth during deployment.

Abstract

As a crucial signal for perception and state estimation, LiDAR intensity provides complementary reflectance cues beyond geometry. Despite its importance, most existing simulation pipelines either omit intensity altogether or rely on reconstruction-based approaches that require scene-specific real intensity supervision. Such dependence on real groundtruth data not only incurs substantial data acquisition costs but also hinders scalability and limits generalization across scenes, sensors, and simulation platforms.

To address this gap, we propose NIDAR, a general and scene-agnostic intensity synthesis module that augments arbitrary LiDAR simulators and re-simulation pipelines. NIDAR infers physically consistent intensity from low-cost RGB inputs and geometry, requiring no per-scene training/optimization and no intensity ground truth during deployment. We implement NIDAR as a hierarchical UNet+DeepLabV3 intrinsic decomposition network with lightweight distribution calibration, achieving real-time feed-forward inference while avoiding the hours-level scene fitting cost of reconstruction-based baselines. Comprehensive experiments on nuScenes and Waymo verify the effectiveness and cross-scene generalization of NIDAR. We further validate its scalability by integrating it into Isaac Sim, UE5, and generative simulation pipelines. In addition, downstream SLAM evaluations in Isaac Sim demonstrate that NIDAR-generated intensity improves localization accuracy and significantly reduces drift, especially in challenging scenarios. Our approach provides a unified solution that equips existing LiDAR simulation systems with realistic intensity generation capability. Source code is available on GitHub.

Contributions

  • We propose a general simulation framework NIDAR for inferring LiDAR intensity from RGB images, enabling physically consistent intensity generation without per-scene training/optimization and without requiring intensity ground truth during deployment.
  • We design a hierarchical UNet+DeepLabV3 intrinsic decomposition network tailored to NIR characteristics, achieving real-time feed-forward intensity inference with strong cross-scene generalization.
  • We integrate NIDAR into multiple LiDAR simulators (Unreal Engine 5 and Isaac Sim) and generation-based methods (LiDAR-Diffusion), demonstrating its practicality and scalability. Extensive qualitative and quantitative evaluations validate the physical plausibility, robustness, and demonstrable impact of the NIDAR intensity on downstream SLAM performance.

Pipeline

NIDAR pipeline overview

NIDAR pipeline. Cross-spectral pseudo-NIR prior, intrinsic decomposition (reflectance/shading) with mask-aware intensity supervision, and distribution calibration for plug-and-play LiDAR intensity synthesis.

Intensity Comparisons with nuScenes

We compare to reconstruction‑based methods; point clouds are colorized by synthesized intensity to highlight visual differences. Importantly, NIDAR was not trained on the nuScenes dataset — these results demonstrate strong zero‑shot generalization. In these scenes, the baseline methods' point-cloud intensity differ notably from the GT, while NIDAR's intensity match the GT most closely.

scene-specific
scene-specific
scene-specific
pretrained (zero-shot) zero-shot
LiDAR-4D
GT
LiDAR-NeRF
GT
LiDAR-RT
GT
NIDAR
GT
LiDAR-4D
GT
LiDAR-NeRF
GT
LiDAR-RT
GT
NIDAR
GT
LiDAR-4D
GT
LiDAR-NeRF
GT
LiDAR-RT
GT
NIDAR
GT

Downstream SLAM Performance with Isaac Sim

To validate the practical utility of NIDAR-generated intensity, we evaluate its impact on downstream SLAM tasks in Isaac Sim. The results demonstrate that incorporating NIDAR intensity significantly improves localization accuracy and reduces trajectory drift compared to geometry-only approaches.

ISC-LOAM · Intensity-aware SLAM. Mapping and localization in Isaac Sim, comparing no intensity, built-in intensity and NIDAR-generated intensity.
SLAM trajectory evaluation
Trajectory evaluation. Trajectory visualization using the evo toolbox.
FAST-LIO · SLAM without intensity input. Built-in and NIDAR-generated intensities are used only for point-cloud coloring to compare scene texture.
Model demonstration. Intensity-colored visualization of the NIDAR pipeline in Isaac Sim.

NIDAR in Unreal Engine 5

We integrate NIDAR with UE5 to add intensity information to simulated point clouds.

UE5 native point cloud. Geometry-only output without intensity.
UE5 + NIDAR. Point cloud colored by NIDAR-generated intensity.

NIDAR for Behavior Cloning

Simulator: MuJoCo · Policy: BC-RNN (recurrent behavior cloning).

We explore NIDAR’s potential in imitation learning: a robot uses RGB, depth and NIDAR-derived visual cues to grasp and lift a target cube among distractors. The NIDAR output is derived from RGB, without an additional NIR sensor. Each clip records a trained BC-RNN policy predicting actions from successive observations in a closed loop.

Selected qualitative rollout excerpts. Outcomes refer to the shown interval, not aggregate success rates.

Initial scene: a red wood-grain target in the center, matte red upper left, glossy red upper right, blue lower left and green lower right.

Three red cubes, one blue cube and one green cube share the tabletop. The task is to grasp and lift the central red cube with a wood-grain texture.

  1. 1Red · wood-grain textureTarget
  2. 2Red · matte finishDistractor
  3. 3Red · glossy finishDistractor
  4. 4BlueDistractor
  5. 5GreenDistractor

RGBD

RGB + depth

Not lifted in this clip

RGBD + gray

RGBD + grayscale cues

Not lifted in this clip

RGBD + NIDAR

RGBD + NIDAR output

Target lifted in this clip

BibTeX

@misc{zhang2026nidar,
  author        = {Junjie Zhang and Jie Yin and Kefei Qian and Jie Li and
                   Mengpei Jia and Yajuan Dun and Wenbo Chu and Guofa Li},
  title         = {{NIDAR}: {NIR}-Guided Intrinsic Decomposition for Scalable Scene-Agnostic {LiDAR} Intensity Reconstruction},
  year          = {2026},
  eprint        = {2609.36878},
  archivePrefix = {arXiv},
  primaryClass  = {cs.RO},
  url           = {https://arxiv.org/abs/2609.36878},
}