# SDFoam: Signed-Distance Foam for explicit surface reconstruction

arXiv: https://arxiv.org/abs/2512.16706 · HTML: https://mlsanity.com/paper/2512.16706/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 18 of its 28 references that are in the map.
- First posted on arXiv 18 Dec 2025.

## Builds on (most cited first, 18 of 18)

- [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)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction](https://mlsanity.com/paper/2104.10078/) (2021)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Neuralangelo: High-Fidelity Neural Surface Reconstruction](https://mlsanity.com/paper/2306.03092/) (2023)
- [Deep Marching Tetrahedra: a Hybrid Representation for High-Resolution 3D Shape Synthesis](https://mlsanity.com/paper/2111.04276/) (2021)
- [3DMatch: Learning Local Geometric Descriptors from RGB-D Reconstructions](https://mlsanity.com/paper/1603.08182/) (2016)
- [SparseNeRF: Distilling Depth Ranking for Few-shot Novel View Synthesis](https://mlsanity.com/paper/2303.16196/) (2023)
- [Delicate Textured Mesh Recovery from NeRF via Adaptive Surface Refinement](https://mlsanity.com/paper/2303.02091/) (2023)
- [Triangle Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2505.19175/) (2025)
- [Radiant Foam: Real-Time Differentiable Ray Tracing](https://mlsanity.com/paper/2502.01157/) (2025)
- [Tetrahedron Splatting for 3D Generation](https://mlsanity.com/paper/2406.01579/) (2024)

## Abstract (arXiv)

Neural radiance fields (NeRF) have driven impressive progress in view synthesis by using ray-traced volumetric rendering. Splatting-based methods such as 3D Gaussian Splatting (3DGS) provide faster rendering by rasterizing 3D primitives. RadiantFoam (RF) brought ray tracing back, achieving throughput comparable to Gaussian Splatting by organizing radiance with an explicit Voronoi Diagram (VD). Yet, all the mentioned methods still struggle with precise mesh reconstruction. We address this gap by jointly learning an explicit VD with an implicit Signed Distance Field (SDF). The scene is optimized via ray tracing and regularized by an Eikonal objective. The SDF introduces metric-consistent isosurfaces, which, in turn, bias near-surface Voronoi cell faces to align with the zero level set. The resulting model produces crisper, view-consistent surfaces with fewer floaters and improved topology, while preserving photometric quality and maintaining training speed on par with RadiantFoam. Across diverse scenes, our hybrid implicit-explicit formulation, which we name SDFoam, substantially improves mesh reconstruction accuracy (Chamfer distance) with comparable appearance (PSNR, SSIM), without sacrificing efficiency.
