Power Foam: Unifying Real-Time Differentiable Ray Tracing and Rasterization
- URL: http://arxiv.org/abs/2604.24994v1
- Date: Mon, 27 Apr 2026 20:58:36 GMT
- Title: Power Foam: Unifying Real-Time Differentiable Ray Tracing and Rasterization
- Abstract summary: We introduce a differentiable 3D representation that unifies the ray tracing capabilities of foam-based ray tracing with the efficiency of modernization pipelines.<n>We generalize Voronoi foams to bounded power diagrams with controllable cell extents, enabling bounded primitives without requiring expensive Delaunay triangulations during training.
- Score: 48.23652592888336
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: We introduce a differentiable 3D representation that unifies the ray tracing capabilities of foam-based ray tracing with the efficiency of modern rasterization pipelines. While prior foam representations enable constant-time ray traversal through an explicit volumetric partition of space, their potentially unbounded cells hinder efficient tile-based rasterization. We address this limitation by generalizing Voronoi foams to bounded power diagrams with controllable cell extents, enabling spatially bounded primitives without requiring expensive Delaunay triangulations during training. We further introduce an oriented surface formulation that explicitly models interfaces between interior and exterior regions, and decouple geometry from appearance by embedding differentiable texture directly on these surfaces. Together, these contributions yield a representation that preserves state-of-the-art ray tracing efficiency while achieving rasterization performance competitive with current generation 3DGS, providing a practical path toward unified real-time differentiable rendering.
Related papers
- Inverse Rendering for Modeling with Line Primitives [22.068172674478078]
We present an inverse rendering method for reconstructing fuzzy geometry using explicit line segments.<n>The resulting representation integrates seamlessly with standard graphics pipelines, enabling cross-platform rendering, various shading models, and physical simulation.
arXiv Detail & Related papers (2026-09-01T03:05:52Z) - Non-line-of-sight imaging with arbitrary relay surface geometries via 3D Gaussian Transient Rendering [19.621253931527082]
Imaging objects hidden outside the direct line of sight expands the effective field of view and is critical for applications such as autonomous driving and robotic perception.<n>We propose a LOS-guided NLOS imaging pipeline that imposes no geometric assumptions on the relay surface and naturally supports both confocal and non-confocal configurations.<n>Our method represents the hidden scene using 3D Gaussian primitives and couples them with an efficient, differentiable rendering transient model, enabling end-to-end optimization directly from measured transients.
arXiv Detail & Related papers (2026-06-19T09:47:17Z) - Optimizing 4D Wires for Sparse 3D Abstraction [12.365535344035903]
We present a unified framework for 3D geometric abstraction using a single continuous 4D wire.<n>We show that our unified representation produces structures with higher fidelity and improved structural coherence.
arXiv Detail & Related papers (2026-05-12T11:33:43Z) - PolGS++: Physically-Guided Polarimetric Gaussian Splatting for Fast Reflective Surface Reconstruction [76.9760302941819]
PolGS++ is a polarimetric Gaussian Splatting framework for fast reflective surface reconstruction.<n>We introduce a depth-guided visibility mask acquisition mechanism that enables angle-of-polarization (AoP)-based tangent-space consistency constraints.
arXiv Detail & Related papers (2026-03-11T14:11:42Z) - SDFoam: Signed-Distance Foam for explicit surface reconstruction [8.803067028201387]
We show how to learn an explicit Voronoi Diagram (VD) with an implicit Distance Field (SDF)<n>The resulting model produces crisper, view-consistent surfaces with fewer floaters and improved topology.<n>Across diverse scenes, our hybrid implicit-explicit formulation, which we name SDFoam, substantially improves mesh reconstruction accuracy (Chamfer distance) with comparable appearance (PSNR, SSIM)
arXiv Detail & Related papers (2025-12-18T16:11:18Z) - UTrice: Unifying Primitives in Differentiable Ray Tracing and Rasterization via Triangles for Particle-Based 3D Scenes [1.633289883726582]
Ray tracing 3D Gaussian particles enables realistic effects such as depth of field refractions, and flexible camera modeling for novel-view rendering.<n>Existing methods trace Gaussians through triangle geometry, which requires constructing complex intermediate meshes and performing costly tests.<n>We propose a differentiable triangle-based ray tracing pipeline that treats triangles as rendering primitives without relying on any proxy geometry.
arXiv Detail & Related papers (2025-12-04T03:33:10Z) - BEAM: Bridging Physically-based Rendering and Gaussian Modeling for Relightable Volumetric Video [58.97416204208624]
We present BEAM, a novel pipeline that bridges 4D Gaussian representations with physically-based rendering (PBR) to produce high-quality, relightable videos.<n>By offering realistic, lifelike visualizations under diverse lighting conditions, BEAM opens new possibilities for interactive entertainment, storytelling, and creative visualization.
arXiv Detail & Related papers (2025-02-12T10:58:09Z) - LinPrim: Linear Primitives for Differentiable Volumetric Rendering [51.56484100374058]
We introduce two new scene representations based on linear primitives.<n>We present a different octaiableizer that runs efficiently on GPU.<n>We demonstrate comparable performance to state-of-the-art methods.
arXiv Detail & Related papers (2025-01-27T18:49:38Z) - Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based
View Synthesis [70.40950409274312]
We modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures.
We also develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting.
The compact meshes produced by our model can be rendered in real-time on mobile devices.
arXiv Detail & Related papers (2024-02-19T18:59:41Z) - Extracting Triangular 3D Models, Materials, and Lighting From Images [59.33666140713829]
We present an efficient method for joint optimization of materials and lighting from multi-view image observations.
We leverage meshes with spatially-varying materials and environment that can be deployed in any traditional graphics engine.
arXiv Detail & Related papers (2021-11-24T13:58:20Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.