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Bibliographic Details
Main Authors: von Lützow, Nicolas, Nießner, Matthias
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2501.16312
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author von Lützow, Nicolas
Nießner, Matthias
author_facet von Lützow, Nicolas
Nießner, Matthias
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2501_16312
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle LinPrim: Linear Primitives for Differentiable Volumetric Rendering
von Lützow, Nicolas
Nießner, Matthias
Computer Vision and Pattern Recognition
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.
title LinPrim: Linear Primitives for Differentiable Volumetric Rendering
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2501.16312