Radiance Surfaces: Optimizing Surface Representations with a 5D Radiance Field Loss
Not on the map. Why?
Abstract (arXiv)
We present a fast and simple technique to convert images into a radiance surface-based scene representation. Building on existing radiance volume reconstruction algorithms, we introduce a subtle yet impactful modification of the loss function requiring changes to only a few lines of code: instead of integrating the radiance field along rays and supervising the resulting images, we project the training images into the scene to directly supervise the spatio-directional radiance field. The primary outcome of this change is the complete removal of alpha blending and ray marching from the image formation model, instead moving these steps into the loss computation. In addition to promoting convergence to surfaces, this formulation assigns explicit semantic meaning to 2D subsets of the radiance field, turning them into well-defined radiance surfaces. We finally extract a level set from this representation, which results in a high-quality radiance surface model. Our method retains much of the speed and quality of the baseline algorithm. For instance, a suitably modified variant of Instant NGP maintains comparable computational efficiency, while achieving an average PSNR that is only 0.1 dB lower. Most importantly, our method generates explicit surfaces in place of an exponential volume, doing so with a level of simplicity not seen in prior work.
Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). Builds on 20 of its 38 references that are in the map. First posted on arXiv 27 Jan 2025.
Builds on
20 of 38 references.
References · 20
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,698
- 2018Occupancy Networks: Learning 3D Reconstruction in Function Spacecited by 2,037
- 2021NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstructioncited by 1,701
- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,061
- 2021Volume Rendering of Neural Implicit Surfacescited by 990
- 2019Differentiable Volumetric Rendering: Learning Implicit 3D Representations without 3D Supervisioncited by 699
- 2019BlendedMVS: A Large-scale Dataset for Generalized Multi-view Stereo Networkscited by 487
- 2023Neuralangelo: High-Fidelity Neural Surface Reconstructioncited by 464
- 2021Extracting Triangular 3D Models, Materials, and Lighting From Imagescited by 363
- 2021PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relightingcited by 332
- 2022NeuS2: Fast Learning of Neural Implicit Surfaces for Multi-view Reconstructioncited by 311
8 more
- 2022MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architecturescited by 308
- 2024PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstructioncited by 280
- 2023BakedSDF: Meshing Neural SDFs for Real-Time View Synthesiscited by 220
- 2024Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesiscited by 41
- 20243D Reconstruction with Fast Dipole Sumscited by 12
- 2024A Simple Approach to Differentiable Rendering of SDFscited by 7
- 2023A Theory of Topological Derivatives for Inverse Rendering of Geometrycited by 6
- 2024Many-Worlds Inverse Renderingcited by 3
Built on by
Citing papers per year: 2026: 3.
3 papers.