Mesh-Learner: Texturing Mesh with Spherical Harmonics

Fuente: arXiv
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Autori principali: Wan, Yunfei, Liu, Jianheng, Zheng, Chunran, Lin, Jiarong, Zhang, Fu
Natura: Preprint
Pubblicazione: 2025
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author Wan, Yunfei
Liu, Jianheng
Zheng, Chunran
Lin, Jiarong
Zhang, Fu
author_facet Wan, Yunfei
Liu, Jianheng
Zheng, Chunran
Lin, Jiarong
Zhang, Fu
contents In this paper, we present a 3D reconstruction and rendering framework termed Mesh-Learner that is natively compatible with traditional rasterization pipelines. It integrates mesh and spherical harmonic (SH) texture (i.e., texture filled with SH coefficients) into the learning process to learn each mesh s view-dependent radiance end-to-end. Images are rendered by interpolating surrounding SH Texels at each pixel s sampling point using a novel interpolation method. Conversely, gradients from each pixel are back-propagated to the related SH Texels in SH textures. Mesh-Learner exploits graphic features of rasterization pipeline (texture sampling, deferred rendering) to render, which makes Mesh-Learner naturally compatible with tools (e.g., Blender) and tasks (e.g., 3D reconstruction, scene rendering, reinforcement learning for robotics) that are based on rasterization pipelines. Our system can train vast, unlimited scenes because we transfer only the SH textures within the frustum to the GPU for training. At other times, the SH textures are stored in CPU RAM, which results in moderate GPU memory usage. The rendering results on interpolation and extrapolation sequences in the Replica and FAST-LIVO2 datasets achieve state-of-the-art performance compared to existing state-of-the-art methods (e.g., 3D Gaussian Splatting and M2-Mapping). To benefit the society, the code will be available at https://github.com/hku-mars/Mesh-Learner.
format Preprint
id arxiv_https___arxiv_org_abs_2504_19938
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Mesh-Learner: Texturing Mesh with Spherical Harmonics
Wan, Yunfei
Liu, Jianheng
Zheng, Chunran
Lin, Jiarong
Zhang, Fu
Computer Vision and Pattern Recognition
Robotics
In this paper, we present a 3D reconstruction and rendering framework termed Mesh-Learner that is natively compatible with traditional rasterization pipelines. It integrates mesh and spherical harmonic (SH) texture (i.e., texture filled with SH coefficients) into the learning process to learn each mesh s view-dependent radiance end-to-end. Images are rendered by interpolating surrounding SH Texels at each pixel s sampling point using a novel interpolation method. Conversely, gradients from each pixel are back-propagated to the related SH Texels in SH textures. Mesh-Learner exploits graphic features of rasterization pipeline (texture sampling, deferred rendering) to render, which makes Mesh-Learner naturally compatible with tools (e.g., Blender) and tasks (e.g., 3D reconstruction, scene rendering, reinforcement learning for robotics) that are based on rasterization pipelines. Our system can train vast, unlimited scenes because we transfer only the SH textures within the frustum to the GPU for training. At other times, the SH textures are stored in CPU RAM, which results in moderate GPU memory usage. The rendering results on interpolation and extrapolation sequences in the Replica and FAST-LIVO2 datasets achieve state-of-the-art performance compared to existing state-of-the-art methods (e.g., 3D Gaussian Splatting and M2-Mapping). To benefit the society, the code will be available at https://github.com/hku-mars/Mesh-Learner.
title Mesh-Learner: Texturing Mesh with Spherical Harmonics
topic Computer Vision and Pattern Recognition
Robotics
url https://arxiv.org/abs/2504.19938