Estimating surface reflectance (BRDF) is one key component for complete 3D scene capture, with wide applications in virtual reality, augmented reality, and human computer interaction. Prior work is either limited to controlled environments (e.g. gonioreflectometers, light stages, or multi-camera domes), or requires the joint optimization of shape, illumination, and reflectance, which is often computationally too expensive (e.g. hours of running time) for real-time applications. Moreover, most prior work requires HDR images as input which further complicates the capture process.