arXiv:2512.04076cs.GRcs.CV2025-12被引 6

用四面体网格表示辐射场,实现快速真实渲染。

Radiance Meshes for Volumetric Reconstruction

  • 用Delaunay四面剖分构建常密度四面体单元表示辐射场。
  • 在消费级硬件上实现实时高质量视图合成,速度优于以往方法。
  • 支持鱼眼畸变、物理模拟等应用,拓扑变化时仍保持平滑。

我们提出辐射场四面体网格(radiance meshes),通过Delaunay四面剖分生成常密度四面体单元来表示辐射场。与Voronoi图不同,Delaunay剖分产生天然被现有硬件支持的简单三角形,使模型能同时利用光栅化和光线追踪实现精确且高效的体积渲染。我们提出一种新光栅化方法,在多种平台上均比以往辐射场表示更快(假设相同数量的基元和分辨率)。为解决优化顶点位置引发的拓扑不连续性(边翻转),我们采用类似Zip-NeRF的主干网络,即使拓扑变化也能表达平滑变化的场。我们的渲染方法精确求解体积渲染方程,可在标准消费级硬件上实现高质量实时视图合成。四面体网格还适用于鱼眼畸变、物理模拟、编辑和网格提取等多种应用。

原文摘要 · Abstract (English)

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.

体积重建四面体网格实时渲染辐射场

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