用线性四面体和八面体构建新3D表示,实现高效可微渲染。
LinPrim: Linear Primitives for Differentiable Volumetric Rendering
- 采用四面体和八面体作为基本体积单元,替代传统NeRF或3D高斯
- 在真实数据集上以更少的原始体达到相近重建质量
- 支持端到端优化与实时渲染,适合追求轻量高效的场景建模
体素渲染已成为现代新视角合成方法的核心,通过可微渲染直接从观测视图优化3D场景表示。尽管许多近期工作基于NeRF或3D高斯,本文探索了一种替代的体素场景表示:引入基于线性基元的两种新表示——八面体和四面体,二者均定义为由三角面围成的均匀体积。为优化这些基元,我们提出一种可在GPU上高效运行的可微光栅化器,支持端到端梯度优化的同时保持实时渲染能力。在真实世界数据集上的实验表明,该方法在所需原始体数量更少的情况下,仍能达到与当前先进体素方法相当的重建保真度。研究深化了对透明多面体表示的保真度与性能特性的理解,表明采用新颖基元可拓展3D表示的设计空间。
原文摘要 · Abstract (English)
Volumetric rendering has become central to modern novel view synthesis methods, which use differentiable rendering to optimize 3D scene representations directly from observed views. While many recent works build on NeRF or 3D Gaussians, we explore an alternative volumetric scene representation. More specifically, we introduce two new scene representations based on linear primitives - octahedra and tetrahedra - both of which define homogeneous volumes bounded by triangular faces. To optimize these primitives, we present a differentiable rasterizer that runs efficiently on GPUs, allowing end-to-end gradient-based optimization while maintaining real-time rendering capabilities. Through experiments on real-world datasets, we demonstrate comparable performance to state-of-the-art volumetric methods while requiring fewer primitives to achieve similar reconstruction fidelity. Our findings deepen the understanding of 3D representations by providing insights into the fidelity and performance characteristics of transparent polyhedra and suggest that adopting novel primitives can expand the available design space.
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