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Radiance Meshes for Volumetric Reconstruction

About

We introduce radiance meshes, a technique for representing radiance fields with constant density tetrahedral cells produced with a Delaunay tetrahedralization. Unlike a Voronoi diagram, a Delaunay tetrahedralization yields simple triangles that are natively supported by existing hardware. As such, our model is able to perform exact and fast volume rendering using both rasterization and ray-tracing. We introduce a new rasterization method that achieves faster rendering speeds than all prior radiance field representations (assuming an equivalent number of primitives and resolution) across a variety of platforms. Optimizing the positions of Delaunay vertices introduces topological discontinuities (edge flips). To solve this, we use a Zip-NeRF-style backbone which allows us to express a smoothly varying field even when the topology changes. Our rendering method exactly evaluates the volume rendering equation and enables high quality, real-time view synthesis on standard consumer hardware. Our tetrahedral meshes also lend themselves to a variety of exciting applications including fisheye lens distortion, physics-based simulation, editing, and mesh extraction.

Alexander Mai, Trevor Hedstrom, George Kopanas, Janne Kontkanen, Falko Kuester, Jonathan T. Barron• 2025

Related benchmarks

TaskDatasetResultRank
Novel View SynthesisTanks&Temples
PSNR23.13
95
Novel View SynthesisDeep Blending
PSNR29.39
48
3D Scene ReconstructionMipNeRF360 Indoor (test)
PSNR29.29
15
Novel View SynthesisMipNeRF360
PSNR27.15
13
3D Scene ReconstructionMipNeRF360 Outdoor (test)--
8
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