Radiance Meshes for Volumetric Reconstruction

Fuente: arXiv
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Main Authors: Mai, Alexander, Hedstrom, Trevor, Kopanas, George, Kontkanen, Janne, Kuester, Falko, Barron, Jonathan T.
Format: Preprint
Published: 2025
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_version_ 1866914178980118528
author Mai, Alexander
Hedstrom, Trevor
Kopanas, George
Kontkanen, Janne
Kuester, Falko
Barron, Jonathan T.
author_facet Mai, Alexander
Hedstrom, Trevor
Kopanas, George
Kontkanen, Janne
Kuester, Falko
Barron, Jonathan T.
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2512_04076
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Radiance Meshes for Volumetric Reconstruction
Mai, Alexander
Hedstrom, Trevor
Kopanas, George
Kontkanen, Janne
Kuester, Falko
Barron, Jonathan T.
Graphics
Computer Vision and Pattern Recognition
I.4
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.
title Radiance Meshes for Volumetric Reconstruction
topic Graphics
Computer Vision and Pattern Recognition
I.4
url https://arxiv.org/abs/2512.04076