Volumetric Surfaces: Representing Fuzzy Geometries with Layered Meshes
Not on the map. Why?
Abstract (arXiv)
High-quality view synthesis relies on volume rendering, splatting, or surface rendering. While surface rendering is typically the fastest, it struggles to accurately model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes rendered in a fixed order. First, we model surface layers as signed distance function (SDF) shells with optimal spacing learned during training. Then, we bake them as meshes and fit UV textures. Unlike single-surface methods, our multi-layer representation effectively models fuzzy objects. In contrast to volume and splatting-based methods, our approach enables real-time rendering on low-power laptops and smartphones.
Key facts. Cited by 5 papers in the map (data through 7 Oct 2026). Builds on 46 of its 67 references that are in the map. First posted on arXiv 4 Sep 2024.
Builds on
46 of 67 references.
References · 46
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,698
- 2019DeepSDF: Learning Continuous Signed Distance Functions for Shape Representationcited by 2,682
- 2018Occupancy Networks: Learning 3D Reconstruction in Function Spacecited by 2,037
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
- 2021NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstructioncited by 1,701
- 2022TensoRF: Tensorial Radiance Fieldscited by 1,275
- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,061
- 2018Learning Implicit Fields for Generative Shape Modelingcited by 1,060
- 2021Volume Rendering of Neural Implicit Surfacescited by 990
- 2020Neural Sparse Voxel Fieldscited by 959
- 2021PlenOctrees for Real-time Rendering of Neural Radiance Fieldscited by 904
34 more
- 2020Implicit Geometric Regularization for Learning Shapescited by 707
- 2019Differentiable Volumetric Rendering: Learning Implicit 3D Representations without 3D Supervisioncited by 699
- 2021KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPscited by 672
- 2021UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstructioncited by 643
- 2023SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Renderingcited by 611
- 2022Point-NeRF: Point-based Neural Radiance Fieldscited by 503
- 2021Baking Neural Radiance Fields for Real-Time View Synthesiscited by 465
- 2023Neuralangelo: High-Fidelity Neural Surface Reconstructioncited by 464
- 2019Neural Point-Based Graphicscited by 326
- 2022NeuS2: Fast Learning of Neural Implicit Surfaces for Multi-view Reconstructioncited by 311
- 2022MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architecturescited by 308
- 2021DONeRF: Towards Real-Time Rendering of Compact Neural Radiance Fields using Depth Oracle Networkscited by 232
- 2024Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenescited by 226
- 2023BakedSDF: Meshing Neural SDFs for Real-Time View Synthesiscited by 220
- 2023MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenescited by 215
- 2024High-quality Surface Reconstruction using Gaussian Surfelscited by 159
- 2024RaDe-GS: Rasterizing Depth in Gaussian Splattingcited by 110
- 2023Delicate Textured Mesh Recovery from NeRF via Adaptive Surface Refinementcited by 106
- 2022PermutoSDF: Fast Multi-View Reconstruction with Implicit Surfaces using Permutohedral Latticescited by 72
- 2023Adaptive Shells for Efficient Neural Radiance Field Renderingcited by 69
- 2022AdaNeRF: Adaptive Sampling for Real-time Rendering of Neural Radiance Fieldscited by 68
- 2023NeuRBF: A Neural Fields Representation with Adaptive Radial Basis Functionscited by 65
- 2023SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Explorationcited by 62
- 2023Gaussian Shell Maps for Efficient 3D Human Generationcited by 61
- 2023NeRFMeshing: Distilling Neural Radiance Fields into Geometrically-Accurate 3D Meshescited by 52
- 2024Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesiscited by 41
- 2022Volume Rendering Digest (for NeRF)cited by 31
- 2023Learning Neural Duplex Radiance Fields for Real-Time View Synthesiscited by 28
- 2023HybridNeRF: Efficient Neural Rendering via Adaptive Volumetric Surfacescited by 28
- 2023Compact Neural Graphics Primitives with Learned Hash Probingcited by 19
- 2024Gaussian Frosting: Editable Complex Radiance Fields with Real-Time Renderingcited by 19
- 2023Volumetric Rendering with Baked Quadrature Fieldscited by 9
- 2023ReMatching: Low-Resolution Representations for Scalable Shape Correspondencecited by 5
- 2022KiloNeuS: A Versatile Neural Implicit Surface Representation for Real-Time Renderingcited by 4
Built on by
Citing papers per year: 2026: 5.
5 papers.
- 2026DiffSoup: Direct Differentiable Rasterization of Triangle Soup for Extreme Radiance Field Simplificationcited by 3
- 2026LegacyAvatars: Volumetric Face Avatars For Traditional Graphics Pipelinescited by 1
- 2026Meshtryoshka: Differentiable Rendering of Real-World Scenes via Mesh Rasterizationcited by 0
- 2026Inverse Rendering for Modeling with Line Primitivescited by 0
- 2026ADELE - Adaptive Delaunay Grids for High-Fidelity Mesh-Native Reconstructioncited by 0
- 2026ADELE - Adaptive Delaunay Grids for High-Fidelity Mesh-Native Reconstruction6 Sep 2026
- 2026Inverse Rendering for Modeling with Line Primitives1 Sep 2026
- 2026Meshtryoshka: Differentiable Rendering of Real-World Scenes via Mesh Rasterization26 Jun 2026
- 2026DiffSoup: Direct Differentiable Rasterization of Triangle Soup for Extreme Radiance Field Simplification28 Mar 2026
- 2026LegacyAvatars: Volumetric Face Avatars For Traditional Graphics Pipelines18 Jan 2026