Radiance Meshes for Volumetric Reconstruction
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Abstract (arXiv)
We introduce radiance meshes, a technique for representing radiance fields with constant density tetrahedral cells produced with a Delaunay tetrahedralization. Unlike a Voronoi diagram, a Delaunay tetrahedralization yields simple triangles that are natively supported by existing hardware. As such, our model is able to perform exact and fast volume rendering using both rasterization and ray-tracing. We introduce a new rasterization method that achieves faster rendering speeds than all prior radiance field representations (assuming an equivalent number of primitives and resolution) across a variety of platforms. Optimizing the positions of Delaunay vertices introduces topological discontinuities (edge flips). To solve this, we use a Zip-NeRF-style backbone which allows us to express a smoothly varying field even when the topology changes. Our rendering method exactly evaluates the volume rendering equation and enables high quality, real-time view synthesis on standard consumer hardware. Our tetrahedral meshes also lend themselves to a variety of exciting applications including fisheye lens distortion, physics-based simulation, editing, and mesh extraction.
Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). Builds on 45 of its 68 references that are in the map. First posted on arXiv 3 Dec 2025.
Builds on
45 of 68 references.
References · 45
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,698
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
- 2021Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fieldscited by 1,957
- 2021NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstructioncited by 1,701
- 2021Plenoxels: Radiance Fields without Neural Networkscited by 1,607
- 2021Efficient Geometry-aware 3D Generative Adversarial Networkscited by 1,204
- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,061
- 2021Volume Rendering of Neural Implicit Surfacescited by 990
- 2023Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fieldscited by 667
- 2022Point-NeRF: Point-based Neural Radiance Fieldscited by 503
- 2017Neural 3D Mesh Renderercited by 437
33 more
- 2019SynSin: End-to-end View Synthesis from a Single Imagecited by 364
- 2019Neural Point-Based Graphicscited by 326
- 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
- 2021Mixture of Volumetric Primitives for Efficient Neural Renderingcited by 277
- 2023GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussianscited by 256
- 2024Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenescited by 226
- 2023BakedSDF: Meshing Neural SDFs for Real-Time View Synthesiscited by 220
- 2024SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splattingcited by 171
- 20243D Gaussian Ray Tracing: Fast Tracing of Particle Scenescited by 138
- 2024Revising Densification in Gaussian Splattingcited by 127
- 2024StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Renderingcited by 107
- 2024GES: Generalized Exponential Splatting for Efficient Radiance Field Renderingcited by 92
- 2024GaMeS: Mesh-Based Adapting and Modification of Gaussian Splattingcited by 69
- 20243D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexescited by 50
- 2025Triangle Splatting for Real-Time Radiance Field Renderingcited by 50
- 2024EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesiscited by 46
- 20243D-HGS: 3D Half-Gaussian Splattingcited by 43
- 2024Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesiscited by 41
- 2025Deformable Beta Splattingcited by 38
- 2024Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Renderingcited by 35
- 2025MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstructioncited by 35
- 2025Radiant Foam: Real-Time Differentiable Ray Tracingcited by 33
- 2024Mani-GS: Gaussian Splatting Manipulation with Triangular Meshcited by 22
- 2025LinPrim: Linear Primitives for Differentiable Volumetric Renderingcited by 21
- 2024TetSphere Splatting: Representing High-Quality Geometry with Lagrangian Volumetric Meshescited by 20
- 2024MeshGS: Adaptive Mesh-Aligned Gaussian Splatting for High-Quality Renderingcited by 19
- 2024GausSurf: Geometry-Guided 3D Gaussian Splatting for Surface Reconstructioncited by 19
- 2024Deformable Radial Kernel Splattingcited by 17
- 2025GauSTAR: Gaussian Surface Tracking and Reconstructioncited by 13
- 2024DisC-GS: Discontinuity-aware Gaussian Splattingcited by 11
- 2024Direct and Adaptable Mesh-Gaussian Scene Reconstruction from Multi-View Imagescited by 9
- 2023Adaptive Voronoi NeRFscited by 3
Built on by
Citing papers per year: 2026: 6.
6 papers.
- 2026Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstructioncited by 2
- 2026Beyond Spherical Harmonics: Rethinking Appearance Models for Radiance Reconstructioncited by 1
- 2026FTSplat: Feed-forward Triangle Splatting Networkcited by 0
- 2026A Comparative Evaluation of Geometric Accuracy in NeRF and Gaussian Splattingcited by 0
- 2026Triangle Splatting SLAMcited by 0
- 2026Compact Neural Appearance Models for Efficient Gaussian Splattingcited by 0
- 2026Compact Neural Appearance Models for Efficient Gaussian Splatting4 Sep 2026
- 2026Beyond Spherical Harmonics: Rethinking Appearance Models for Radiance Reconstruction8 Jun 2026
- 2026Triangle Splatting SLAM29 May 2026
- 2026A Comparative Evaluation of Geometric Accuracy in NeRF and Gaussian Splatting20 Apr 2026
- 2026Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstruction1 Apr 2026
- 2026FTSplat: Feed-forward Triangle Splatting Network6 Mar 2026