mlsanityData to 7 Oct 2026

Appearance-Driven Automatic 3D Model Simplification

arXiv 2104.03989 ↗First posted 8 Apr 2021cs.GRcited by 24

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Abstract (arXiv)

We present a suite of techniques for jointly optimizing triangle meshes and shading models to match the appearance of reference scenes. This capability has a number of uses, including appearance-preserving simplification of extremely complex assets, conversion between rendering systems, and even conversion between geometric scene representations. We follow and extend the classic analysis-by-synthesis family of techniques: enabled by a highly efficient differentiable renderer and modern nonlinear optimization algorithms, our results are driven to minimize the image-space difference to the target scene when rendered in similar viewing and lighting conditions. As the only signals driving the optimization are differences in rendered images, the approach is highly general and versatile: it easily supports many different forward rendering models such as normal mapping, spatially-varying BRDFs, displacement mapping, etc. Supervision through images only is also key to the ability to easily convert between rendering systems and scene representations. We output triangle meshes with textured materials to ensure that the models render efficiently on modern graphics hardware and benefit from, e.g., hardware-accelerated rasterization, ray tracing, and filtered texture lookups. Our system is integrated in a small Python code base, and can be applied at high resolutions and on large models. We describe several use cases, including mesh decimation, level of detail generation, seamless mesh filtering and approximations of aggregate geometry.

Key facts. Cited by 24 papers in the map (data through 7 Oct 2026). First posted on arXiv 8 Apr 2021.

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2021: 1; 2022: 5; 2023: 6; 2024: 5; 2025: 3; 2026: 4.

24 papers.

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  1. 2021Extracting Triangular 3D Models, Materials, and Lighting From Imagescited by 363
  2. 2022CLIP-Mesh: Generating textured meshes from text using pretrained image-text modelscited by 281
  3. 2022Shape, Light, and Material Decomposition from Images using Monte Carlo Rendering and Denoisingcited by 163
  4. 2023Flexible Isosurface Extraction for Gradient-Based Mesh Optimizationcited by 138
  5. 2022Multi-View Mesh Reconstruction with Neural Deferred Shadingcited by 44
  6. 2024A Survey On Text-to-3D Contents Generation In The Wildcited by 13
  7. 2023TextField3D: Towards Enhancing Open-Vocabulary 3D Generation with Noisy Text Fieldscited by 9
  8. 2024DreamMesh: Jointly Manipulating and Texturing Triangle Meshes for Text-to-3D Generationcited by 9
  9. 2024Filtering After Shading With Stochastic Texture Filteringcited by 5
  10. 2023Differentiable Shadow Mapping for Efficient Inverse Graphicscited by 4
  11. 2023PaintHuman: Towards High-fidelity Text-to-3D Human Texturing via Denoised Score Distillationcited by 3
  12. 2023Consistent Mesh Diffusioncited by 3
12 more
  1. 2024RRM: Relightable assets using Radiance guided Material extractioncited by 3
  2. 2026DiffSoup: Direct Differentiable Rasterization of Triangle Soup for Extreme Radiance Field Simplificationcited by 3
  3. 2022Dressi: A Hardware-Agnostic Differentiable Renderer with Reactive Shader Packing and Soft Rasterizationcited by 2
  4. 2022Automatic Testing and Validation of Level of Detail Reductions Through Supervised Learningcited by 2
  5. 2023Efficient Meshy Neural Fields for Animatable Human Avatarscited by 2
  6. 2024Efficient Scene Appearance Aggregation for Level-of-Detail Renderingcited by 2
  7. 2025PrismAvatar: Real-time animated 3D neural head avatars on edge devicescited by 2
  8. 2025Mesh Compression with Quantized Neural Displacement Fieldscited by 1
  9. 2025SAGE: Semantic-Driven Adaptive Gaussian Splatting in Extended Realitycited by 0
  10. 2026Fast Voxelization and Level of Detail for Microgeometry Renderingcited by 0
  11. 2026RADmesh: Remesh-Aware Mesh Deformationcited by 0
  12. 2026Inverse Rendering for Modeling with Line Primitivescited by 0