Reality Capture and Digital Twins

Radiance Meshes for Volumetric Reconstruction

Alexander Mai, Trevor Hedstrom, George Kopanas, Janne Kontkanen, Falko Kuester, Jonathan T. Barron

Published 2025-12-03

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Abstract

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.

Topics

3D Reconstruction3DGSindoor scene reconstructionoutdoor scene reconstructionscene editingscene interaction

Cite this paper

@misc{mai2025radiance,
      title={Radiance Meshes for Volumetric Reconstruction},
      author={Alexander Mai and Trevor Hedstrom and George Kopanas and Janne Kontkanen and Falko Kuester and Jonathan T. Barron},
      year={2025},
      eprint={2512.04076},
      archivePrefix={arXiv},
      primaryClass={cs.GR},
      url={https://arxiv.org/abs/2512.04076},
}