# Many-Worlds Inverse Rendering

arXiv: https://arxiv.org/abs/2408.16005 · HTML: https://mlsanity.com/paper/2408.16005/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 17 of its 59 references that are in the map.
- First posted on arXiv 13 Aug 2024.

## Builds on (most cited first, 17 of 17)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Occupancy Networks: Learning 3D Reconstruction in Function Space](https://mlsanity.com/paper/1812.03828/) (2018)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Differentiable Volumetric Rendering: Learning Implicit 3D Representations without 3D Supervision](https://mlsanity.com/paper/1912.07372/) (2019)
- [Neuralangelo: High-Fidelity Neural Surface Reconstruction](https://mlsanity.com/paper/2306.03092/) (2023)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [NeMF: Inverse Volume Rendering with Neural Microflake Field](https://mlsanity.com/paper/2304.00782/) (2023)
- [Differentiable Rendering of Neural SDFs through Reparameterization](https://mlsanity.com/paper/2206.05344/) (2022)
- [Objects as volumes: A stochastic geometry view of opaque solids](https://mlsanity.com/paper/2312.15406/) (2023)
- [Plateau-reduced Differentiable Path Tracing](https://mlsanity.com/paper/2211.17263/) (2022)
- [A Simple Approach to Differentiable Rendering of SDFs](https://mlsanity.com/paper/2405.08733/) (2024)
- [A Theory of Topological Derivatives for Inverse Rendering of Geometry](https://mlsanity.com/paper/2308.09865/) (2023)

## Built on by (most cited first, 3 of 3)

- [Radiance Surfaces: Optimizing Surface Representations with a 5D Radiance Field Loss](https://mlsanity.com/paper/2501.18627/) (2025)
- [DiffSoup: Direct Differentiable Rasterization of Triangle Soup for Extreme Radiance Field Simplification](https://mlsanity.com/paper/2603.27151/) (2026)
- [MRD: Using Physically Based Differentiable Rendering to Probe Vision Models for 3D Scene Understanding](https://mlsanity.com/paper/2512.12307/) (2025)

## Abstract (arXiv)

Discontinuous visibility changes remain a major bottleneck when optimizing surfaces within a physically-based inverse renderer. Many previous works have proposed sophisticated algorithms and data structures to sample visibility silhouettes more efficiently. Our work presents another solution: instead of differentiating a tentative surface locally, we differentiate a volumetric perturbation of a surface. We refer this as a many-worlds representation because it models a non-interacting superposition of conflicting explanations (worlds) of the input dataset. Each world is optically isolated from others, leading to a new transport law that distinguishes our method from prior work based on exponential random media. The resulting Monte Carlo algorithm is simpler and more efficient than prior methods. We demonstrate that our method promotes rapid convergence, both in terms of the total iteration count and the cost per iteration.
