Reality Capture and Digital Twins
Radiance Meshes for Volumetric Reconstruction
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.
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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},
}