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Oct 16

Perturbative Reconstruction of Self-Adjoint Generators from Bosonic Canonical Commutation Relations: Application to the Null-Surface Formulation

We study the inverse adjoint problem for a perturbative bosonic outgoing map. Within the polynomial bosonic canonical-commutation-relation (CCR) algebra, we prove a constructive integrability theorem: order-by-order preservation of the CCRs is sufficient to reconstruct recursively a formal self-adjoint generator whose exponential implements the outgoing map by adjoint conjugation. At each order, the Baker--Campbell--Hausdorff contribution determined by previously reconstructed generators is subtracted from the outgoing coefficient, and the remaining homogeneous CCR conditions determine the next generator explicitly. We apply the construction to graviton scattering in the null-surface formulation (NSF), specialized to the flat solution-space sector with Minkowski metric, null generators, affine parameter, and cone measure. The NSF outgoing map preserves the Ashtekar radiative CCRs through (δa_3), corresponding to order (\varepsilon^2). At this order, the scalar CCR sector uniquely selects the symmetric ordering (c=1) for the nontrivial interacting kernel. The associated linear contraction, generated by the same cubic kernel, cancels the double-contraction contribution from ([δa_2,δa_2^\dagger]). The theorem then reconstructs the self-adjoint generators (δT_1) and (δT_2), providing a formal perturbative unitary implementation. The resulting canonical organization also separates the direct (2\to2) contribution into irreducible-loop, one-particle-reducible, and factorized sectors.

  • 1 authors
·
Aug 21

Ghost on the Shell: An Expressive Representation of General 3D Shapes

The creation of photorealistic virtual worlds requires the accurate modeling of 3D surface geometry for a wide range of objects. For this, meshes are appealing since they 1) enable fast physics-based rendering with realistic material and lighting, 2) support physical simulation, and 3) are memory-efficient for modern graphics pipelines. Recent work on reconstructing and statistically modeling 3D shape, however, has critiqued meshes as being topologically inflexible. To capture a wide range of object shapes, any 3D representation must be able to model solid, watertight, shapes as well as thin, open, surfaces. Recent work has focused on the former, and methods for reconstructing open surfaces do not support fast reconstruction with material and lighting or unconditional generative modelling. Inspired by the observation that open surfaces can be seen as islands floating on watertight surfaces, we parameterize open surfaces by defining a manifold signed distance field on watertight templates. With this parameterization, we further develop a grid-based and differentiable representation that parameterizes both watertight and non-watertight meshes of arbitrary topology. Our new representation, called Ghost-on-the-Shell (G-Shell), enables two important applications: differentiable rasterization-based reconstruction from multiview images and generative modelling of non-watertight meshes. We empirically demonstrate that G-Shell achieves state-of-the-art performance on non-watertight mesh reconstruction and generation tasks, while also performing effectively for watertight meshes.

  • 7 authors
·
Oct 23, 2023

Singular Contour Dynamics and Paradifferential Reduction

We develop a direct paradifferential approach to nonlinear graph integral operators arising in contour dynamics. The main methodological result is an abstract structure-preserving paralinearization theorem, valid in arbitrary dimension, for a class of homogeneous kernels whose nonlinear dependence on the graph is expressed through normalized finite differences. The theorem covers both critical principal-value kernels and subcritical locally integrable kernels, gives explicit formulas for the principal symbols, and separates the finite-order symbolic contribution generated by the homogeneous singularity from order-zero far-field terms and arbitrarily smoothing remainders. A structural feature of the reduction is the cancellation of the intermediate symbolic order; at the critical endpoint the construction also preserves the exact skew-adjoint structure of the original singular integral. As a main application, we consider the three-dimensional two-phase free-boundary Euler equations with constant interfacial background vorticity. We first derive an autonomous contour-dynamics equation in canonical surface variables and then apply the abstract theorem directly to the singular integral operators generated by the Birkhoff--Rott formulation. This yields the complete paradifferential structure of the system without taking the Dirichlet--Neumann reduction as a starting point. After introducing an Alinhac good unknown and diagonalizing the resulting system, we obtain local well-posedness for small Sobolev perturbations in the stable Kelvin--Rayleigh--Taylor regime, uniformly on compact subsets of the stable parameter set.

  • 3 authors
·
Oct 1

Flexible Isosurface Extraction for Gradient-Based Mesh Optimization

This work considers gradient-based mesh optimization, where we iteratively optimize for a 3D surface mesh by representing it as the isosurface of a scalar field, an increasingly common paradigm in applications including photogrammetry, generative modeling, and inverse physics. Existing implementations adapt classic isosurface extraction algorithms like Marching Cubes or Dual Contouring; these techniques were designed to extract meshes from fixed, known fields, and in the optimization setting they lack the degrees of freedom to represent high-quality feature-preserving meshes, or suffer from numerical instabilities. We introduce FlexiCubes, an isosurface representation specifically designed for optimizing an unknown mesh with respect to geometric, visual, or even physical objectives. Our main insight is to introduce additional carefully-chosen parameters into the representation, which allow local flexible adjustments to the extracted mesh geometry and connectivity. These parameters are updated along with the underlying scalar field via automatic differentiation when optimizing for a downstream task. We base our extraction scheme on Dual Marching Cubes for improved topological properties, and present extensions to optionally generate tetrahedral and hierarchically-adaptive meshes. Extensive experiments validate FlexiCubes on both synthetic benchmarks and real-world applications, showing that it offers significant improvements in mesh quality and geometric fidelity.

  • 10 authors
·
Aug 10, 2023

Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesis

While surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric density field (e.g. NeRF) excel at reconstructing fine geometric detail. However, density fields often represent geometry in a "fuzzy" manner, which hinders exact localization of the surface. In this work, we modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures. First, we employ a discrete opacity grid representation instead of a continuous density field, which allows opacity values to discontinuously transition from zero to one at the surface. Second, we anti-alias by casting multiple rays per pixel, which allows occlusion boundaries and subpixel structures to be modelled without using semi-transparent voxels. Third, we minimize the binary entropy of the opacity values, which facilitates the extraction of surface geometry by encouraging opacity values to binarize towards the end of training. Lastly, we develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting. The compact meshes produced by our model can be rendered in real-time on mobile devices and achieve significantly higher view synthesis quality compared to existing mesh-based approaches.

  • 9 authors
·
Feb 19, 2024 1

Interpreting effective homogeneous rheologies through a local differential map with application to the Moon

Layered viscoelastic interiors control the frequency dependence of planetary tidal dissipation, but repeated layered Love-number calculations are expensive in long-term orbital and spin integrations. Equivalent homogeneous rheologies provide a cheaper representation of the same response, but their effective parameters do not by themselves identify the interior layers they represent. We develop a local interpretation of such parameters by differentiating the layered-to-homogeneous construction about a fixed-geometry baseline, perturbing only selected layer rigidities and viscosities. We use the pole-residue representation of the degree-two Love number to construct a physical-to-effective transfer matrix. We then use its singular values, resolution matrix, and mode-dominance matrix to determine which physical perturbations are visible in the Love-number response and how they appear in effective-rheology coordinates. Applied to a five-layer lunar model, the full degree-two response is sensitive to seven of eight solid-layer rheological parameters. The single near-null direction is the inner-core rigidity, consistent with shielding by the fluid outer core and with the weak dependence of Love numbers on core elastic structure. Over the LLR frequency interval, fewer physical directions are visible. To first order, the elastic spring, isolated dashpot, and two Voigt elements reproduce the nine-pole response over this interval. Finite perturbations confirm the tangent prediction to within a few percent, with the validity radius limited by a nearly degenerate pair of long-timescale modes.

  • 1 authors
·
Sep 30

Dual-Prior Guided Null-Space Learning with Mixture-of-Splines for Arbitrary Medical Slice Super-Resolution

Arbitrary slice super-resolution reconstructs isotropic volumes from anisotropic clinical acquisitions by synthesizing intermediate slices at arbitrary scales. However, treating this ill-posed inverse problem as unconstrained residual-based regression risks hallucinating anatomically implausible structures or altering the originally observed data. To address both concerns, this paper presents the Dual-Prior Null-space Learning (DP-NSL) framework, which reformulates the task as a constrained recovery process guided by two complementary priors. A Measurement-Consistent Projection (MCP) enforces a Deterministic Observation Prior: the reconstruction undergoes an exact orthogonal projection that reproduces every acquired slice with zero error, confining all learned details to the unobservable null space. Within this null space, a Mixture-of-Splines (MoS) module imposes a Geometric Continuity Prior by dynamically mixing B-spline experts of different analytic orders, allowing each anatomical region to be modeled with a content-aware level of continuity. To promote spatial coherence, a Local Spatial Consistency Decoder (LSCD) further injects local inductive bias. Experiments on three CT and one MRI benchmark show that DP-NSL outperforms existing approaches while strictly preserving measurement consistency. Code is available at https://github.com/DeepMed-Lab-ECNU/Medical-Image-Reconstruction.

  • 6 authors
·
Jun 25

NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction

We present a novel neural surface reconstruction method, called NeuS, for reconstructing objects and scenes with high fidelity from 2D image inputs. Existing neural surface reconstruction approaches, such as DVR and IDR, require foreground mask as supervision, easily get trapped in local minima, and therefore struggle with the reconstruction of objects with severe self-occlusion or thin structures. Meanwhile, recent neural methods for novel view synthesis, such as NeRF and its variants, use volume rendering to produce a neural scene representation with robustness of optimization, even for highly complex objects. However, extracting high-quality surfaces from this learned implicit representation is difficult because there are not sufficient surface constraints in the representation. In NeuS, we propose to represent a surface as the zero-level set of a signed distance function (SDF) and develop a new volume rendering method to train a neural SDF representation. We observe that the conventional volume rendering method causes inherent geometric errors (i.e. bias) for surface reconstruction, and therefore propose a new formulation that is free of bias in the first order of approximation, thus leading to more accurate surface reconstruction even without the mask supervision. Experiments on the DTU dataset and the BlendedMVS dataset show that NeuS outperforms the state-of-the-arts in high-quality surface reconstruction, especially for objects and scenes with complex structures and self-occlusion.

  • 6 authors
·
Jun 20, 2021

SURFACEBENCH: Can Self-Evolving LLMs Find the Equations of 3D Scientific Surfaces?

Equation discovery from data is a core challenge in machine learning for science, requiring the recovery of concise symbolic expressions that govern complex physical and geometric phenomena. Recent approaches with large language models (LLMs) show promise in symbolic regression, but their success often hinges on memorized formulas or overly simplified functional forms. Existing benchmarks exacerbate this limitation: they focus on scalar functions, ignore domain grounding, and rely on brittle string-matching based metrics that fail to capture scientific equivalence. We introduce SurfaceBench, first comprehensive benchmark for symbolic surface discovery. SurfaceBench comprises 183 tasks across 15 categories of symbolic complexity, spanning explicit, implicit, and parametric equation representation forms. Each task includes ground-truth equations, variable semantics, and synthetically sampled three dimensional data. Unlike prior SR datasets, our tasks reflect surface-level structure, resist LLM memorization through novel symbolic compositions, and are grounded in scientific domains such as fluid dynamics, robotics, electromagnetics, and geometry. To evaluate equation discovery quality, we pair symbolic checks with geometry-aware metrics such as Chamfer and Hausdorff distances, capturing both algebraic fidelity and spatial reconstruction accuracy. Our experiments reveal that state-of-the-art frameworks, while occasionally successful on specific families, struggle to generalize across representation types and surface complexities. SurfaceBench thus establishes a challenging and diagnostic testbed that bridges symbolic reasoning with geometric reconstruction, enabling principled benchmarking of progress in compositional generalization, data-driven scientific induction, and geometry-aware reasoning with LLMs. We release the code here: https://github.com/Sanchit-404/surfacebench

  • 4 authors
·
Nov 13, 2025

Adaptive Shells for Efficient Neural Radiance Field Rendering

Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.

  • 9 authors
·
Nov 16, 2023

General teleparallel geometric theory of defects

We revisit the geometric theory of defects. In the differential-geometric models of defects that have been adopted since the 1950s, dislocations have been associated with torsion, disclinations with the full curvature, and point defects with the first kind trace of non-metricity. The mainstream formulation exhibits several conceptual and technical shortcomings, most notably a hierarchy inconsistency, the non-exictence of a genuine metric formulation, and the potential emergence of Ostrogradsky-type instabilities. These issues have motivated us to develop a new framework, namely a generalized teleparallel geometric theory of defects. In our model, dislocations are identified with the trace of torsion, disclinations with the second kind trace of the non-metricity, and point defects with the first kind trace of the non-metricity. In addition, we retain the scalar part torsion as a free parameter for describing some possible unknown degrees of freedom in the theory of defects. The proposed geometric theory of defects is free from all of the aforementioned drawbacks and is therefore worthy of further investigation. To ensure the coherence and completeness of the discussion, we begin our analysis with elastic deformations, then summarize the existing metric-affine geometric theory of defects, and finally proceed to our original contribution, namely the new theory introduced here. We formulate the entire theory in Eulerian coordinates. Naturally, all results can be reformulated in Lagrangian coordinates as well. All analyses and formulae are expressed in the language of exterior algebra and are carried out in coordinate-independent orthonormal frames.

  • 3 authors
·
Feb 1

StEik: Stabilizing the Optimization of Neural Signed Distance Functions and Finer Shape Representation

We present new insights and a novel paradigm (StEik) for learning implicit neural representations (INR) of shapes. In particular, we shed light on the popular eikonal loss used for imposing a signed distance function constraint in INR. We show analytically that as the representation power of the network increases, the optimization approaches a partial differential equation (PDE) in the continuum limit that is unstable. We show that this instability can manifest in existing network optimization, leading to irregularities in the reconstructed surface and/or convergence to sub-optimal local minima, and thus fails to capture fine geometric and topological structure. We show analytically how other terms added to the loss, currently used in the literature for other purposes, can actually eliminate these instabilities. However, such terms can over-regularize the surface, preventing the representation of fine shape detail. Based on a similar PDE theory for the continuum limit, we introduce a new regularization term that still counteracts the eikonal instability but without over-regularizing. Furthermore, since stability is now guaranteed in the continuum limit, this stabilization also allows for considering new network structures that are able to represent finer shape detail. We introduce such a structure based on quadratic layers. Experiments on multiple benchmark data sets show that our new regularization and network are able to capture more precise shape details and more accurate topology than existing state-of-the-art.

  • 4 authors
·
Nov 10, 2023

anyakrakusuma: A Python Library for Entropic Schrödinger Bridges on Idealized Geometries

We present anyakrakusuma, an open-source Python library that solves the discrete static Schrödinger bridge problem, the entropically regularized counterpart of optimal transport, through a log-domain Sinkhorn--Knopp iteration and reconstructs the entropic interpolation between two empirical point clouds. The solver is paired with a diagnostic pipeline that characterizes the optimal coupling and the intermediate distributions through information-theoretic and geometric measures. We exercise the library on four idealized planar cases spanning a circle-to-circle dilation, a spiral-to-mixture fragmentation, a rigid reorientation of two moons, and a Lissajous-to-trefoil deformation. The log-domain formulation is necessary rather than merely convenient at the parameters studied, where the cost-to-regularization ratio reaches four hundred and the Gibbs kernel underflows double precision across most of its range; the iteration nonetheless attains a marginal residual of 10^{-9} and unit marginal fidelity in every case. Residual histories decay geometrically over approximately eight decades at per-iteration contraction factors between 0.966 and 0.976, which are local rates near the fixed point that lie many orders of magnitude below the worst-case Hilbert-metric bound. The covariance analysis recovers an imposed ninety-degree reorientation to within 0.07^circ, roughly forty times smaller than its uncertainty, across a masked interval of near-isotropy on which the principal axis is unobservable. The diagnostics are reported with explicit attention to the regimes in which each is well defined, including the differential entropy, which is meaningful only on the open interpolation interval. The presented cases are constructed rather than measured; quantitative application to empirical point clouds requires further study.

Deep Implicit Surface Point Prediction Networks

Deep neural representations of 3D shapes as implicit functions have been shown to produce high fidelity models surpassing the resolution-memory trade-off faced by the explicit representations using meshes and point clouds. However, most such approaches focus on representing closed shapes. Unsigned distance function (UDF) based approaches have been proposed recently as a promising alternative to represent both open and closed shapes. However, since the gradients of UDFs vanish on the surface, it is challenging to estimate local (differential) geometric properties like the normals and tangent planes which are needed for many downstream applications in vision and graphics. There are additional challenges in computing these properties efficiently with a low-memory footprint. This paper presents a novel approach that models such surfaces using a new class of implicit representations called the closest surface-point (CSP) representation. We show that CSP allows us to represent complex surfaces of any topology (open or closed) with high fidelity. It also allows for accurate and efficient computation of local geometric properties. We further demonstrate that it leads to efficient implementation of downstream algorithms like sphere-tracing for rendering the 3D surface as well as to create explicit mesh-based representations. Extensive experimental evaluation on the ShapeNet dataset validate the above contributions with results surpassing the state-of-the-art.

  • 7 authors
·
Jun 10, 2021

DeepMesh: Differentiable Iso-Surface Extraction

Geometric Deep Learning has recently made striking progress with the advent of continuous deep implicit fields. They allow for detailed modeling of watertight surfaces of arbitrary topology while not relying on a 3D Euclidean grid, resulting in a learnable parameterization that is unlimited in resolution. Unfortunately, these methods are often unsuitable for applications that require an explicit mesh-based surface representation because converting an implicit field to such a representation relies on the Marching Cubes algorithm, which cannot be differentiated with respect to the underlying implicit field. In this work, we remove this limitation and introduce a differentiable way to produce explicit surface mesh representations from Deep Implicit Fields. Our key insight is that by reasoning on how implicit field perturbations impact local surface geometry, one can ultimately differentiate the 3D location of surface samples with respect to the underlying deep implicit field. We exploit this to define DeepMesh - an end-to-end differentiable mesh representation that can vary its topology. We validate our theoretical insight through several applications: Single view 3D Reconstruction via Differentiable Rendering, Physically-Driven Shape Optimization, Full Scene 3D Reconstruction from Scans and End-to-End Training. In all cases our end-to-end differentiable parameterization gives us an edge over state-of-the-art algorithms.

  • 7 authors
·
Jun 20, 2021

Optical Signatures of Black Holes Surrounded by a Generalized Cloud of Strings

In this work, we investigate the optical signatures of black holes surrounded by a generalized cloud of strings, described by the Letelier--Alencar spacetime. We first analyze null geodesics, showing that the string parameters can either increase or decrease the photon sphere radius and the critical impact parameter relative to their Schwarzschild values. Since the spacetime is not asymptotically flat, the critical impact parameter does not directly coincide with the physical shadow radius. We use this distinction to derive constraints on the model parameters from the shadow radius bounds of Sgr A* and M87*. In the weak-field regime, we calculate the light deflection angle using both the Gauss--Bonnet method and a perturbative expansion of the null geodesic equations, obtaining consistent results that contain a contribution from the asymptotically conical geometry in addition to the local gravitational deflection. We also examine the Shapiro time delay and identify a distance dependent contribution associated with the non Minkowskian asymptotic background. Finally, we study the optical appearance of geometrically and optically thin accretion disks and construct celestial sphere images through backward ray tracing. The transfer functions and lensing images show that the generalized cloud of strings modifies the null geodesic mapping in a nonuniform manner rather than producing a simple rescaling of the Schwarzschild image. In particular, configurations with a smaller shadow may still produce an outward displacement of the main Einstein ring image, demonstrating that different optical observables probe distinct aspects of photon propagation in this geometry.

  • 4 authors
·
Oct 7

MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views

We present a novel appearance model that simultaneously realizes explicit high-quality 3D surface mesh recovery and photorealistic novel view synthesis from sparse view samples. Our key idea is to model the underlying scene geometry Mesh as an Atlas of Charts which we render with 2D Gaussian surfels (MAtCha Gaussians). MAtCha distills high-frequency scene surface details from an off-the-shelf monocular depth estimator and refines it through Gaussian surfel rendering. The Gaussian surfels are attached to the charts on the fly, satisfying photorealism of neural volumetric rendering and crisp geometry of a mesh model, i.e., two seemingly contradicting goals in a single model. At the core of MAtCha lies a novel neural deformation model and a structure loss that preserve the fine surface details distilled from learned monocular depths while addressing their fundamental scale ambiguities. Results of extensive experimental validation demonstrate MAtCha's state-of-the-art quality of surface reconstruction and photorealism on-par with top contenders but with dramatic reduction in the number of input views and computational time. We believe MAtCha will serve as a foundational tool for any visual application in vision, graphics, and robotics that require explicit geometry in addition to photorealism. Our project page is the following: https://anttwo.github.io/matcha/

  • 4 authors
·
Dec 9, 2024 2

Dynamic Point Fields

Recent years have witnessed significant progress in the field of neural surface reconstruction. While the extensive focus was put on volumetric and implicit approaches, a number of works have shown that explicit graphics primitives such as point clouds can significantly reduce computational complexity, without sacrificing the reconstructed surface quality. However, less emphasis has been put on modeling dynamic surfaces with point primitives. In this work, we present a dynamic point field model that combines the representational benefits of explicit point-based graphics with implicit deformation networks to allow efficient modeling of non-rigid 3D surfaces. Using explicit surface primitives also allows us to easily incorporate well-established constraints such as-isometric-as-possible regularisation. While learning this deformation model is prone to local optima when trained in a fully unsupervised manner, we propose to additionally leverage semantic information such as keypoint dynamics to guide the deformation learning. We demonstrate our model with an example application of creating an expressive animatable human avatar from a collection of 3D scans. Here, previous methods mostly rely on variants of the linear blend skinning paradigm, which fundamentally limits the expressivity of such models when dealing with complex cloth appearances such as long skirts. We show the advantages of our dynamic point field framework in terms of its representational power, learning efficiency, and robustness to out-of-distribution novel poses.

  • 5 authors
·
Apr 5, 2023

amerta: A Python Library for Idealized 1D Saint--Venant Dam-Break Simulation

The Saint-Venant shallow water equations (SWE) govern depth-integrated free-surface flows arising in dam-break inundation, flood routing, tsunami runup, and estuarine tidal dynamics. Closed-form analytical solutions exist only for highly idealized Riemann configurations, making rigorously verified numerical solvers essential. This work presents amerta, an open-source Python library that solves the one-dimensional frictionless Saint-Venant system on a uniform Cartesian grid using Monotone Upstream-centered Schemes for Conservation Laws (MUSCL) reconstruction with a minmod slope limiter, the Harten-Lax-van Leer-Contact (HLLC) approximate Riemann solver, and two-stage strong-stability-preserving Runge-Kutta (SSP-RK) time integration. Numba just-in-time (JIT) compilation accelerates the performance-critical kernels. The solver is verified end-to-end against the four canonical Riemann configurations: wet-bed dam break, dry-bed dam break, double rarefaction, and double shock. A six-component post-processing pipeline quantifies space-time topology, final-time error norms with empirical quantile decomposition, self-similarity collapse onto the analytical Riemann fan, integral-norm evolution, boundary-flux-corrected mass and energy diagnostics, and phase-plane analysis against analytical wave curves. The implementation conserves discrete mass to floating-point precision, satisfies discrete entropy admissibility identically, and reproduces all four analytical wave-curve geometries to within sub-centimetre accuracy in the depth-velocity phase plane. The complete source code, analytical-solution evaluators, post-processing scripts, and Network Common Data Format (NetCDF) archives are released under the MIT license.

  • 9 authors
·
May 28

HelixSurf: A Robust and Efficient Neural Implicit Surface Learning of Indoor Scenes with Iterative Intertwined Regularization

Recovery of an underlying scene geometry from multiview images stands as a long-time challenge in computer vision research. The recent promise leverages neural implicit surface learning and differentiable volume rendering, and achieves both the recovery of scene geometry and synthesis of novel views, where deep priors of neural models are used as an inductive smoothness bias. While promising for object-level surfaces, these methods suffer when coping with complex scene surfaces. In the meanwhile, traditional multi-view stereo can recover the geometry of scenes with rich textures, by globally optimizing the local, pixel-wise correspondences across multiple views. We are thus motivated to make use of the complementary benefits from the two strategies, and propose a method termed Helix-shaped neural implicit Surface learning or HelixSurf; HelixSurf uses the intermediate prediction from one strategy as the guidance to regularize the learning of the other one, and conducts such intertwined regularization iteratively during the learning process. We also propose an efficient scheme for differentiable volume rendering in HelixSurf. Experiments on surface reconstruction of indoor scenes show that our method compares favorably with existing methods and is orders of magnitude faster, even when some of existing methods are assisted with auxiliary training data. The source code is available at https://github.com/Gorilla-Lab-SCUT/HelixSurf.

  • 4 authors
·
Feb 28, 2023

Dynamic Mesh-Aware Radiance Fields

Embedding polygonal mesh assets within photorealistic Neural Radience Fields (NeRF) volumes, such that they can be rendered and their dynamics simulated in a physically consistent manner with the NeRF, is under-explored from the system perspective of integrating NeRF into the traditional graphics pipeline. This paper designs a two-way coupling between mesh and NeRF during rendering and simulation. We first review the light transport equations for both mesh and NeRF, then distill them into an efficient algorithm for updating radiance and throughput along a cast ray with an arbitrary number of bounces. To resolve the discrepancy between the linear color space that the path tracer assumes and the sRGB color space that standard NeRF uses, we train NeRF with High Dynamic Range (HDR) images. We also present a strategy to estimate light sources and cast shadows on the NeRF. Finally, we consider how the hybrid surface-volumetric formulation can be efficiently integrated with a high-performance physics simulator that supports cloth, rigid and soft bodies. The full rendering and simulation system can be run on a GPU at interactive rates. We show that a hybrid system approach outperforms alternatives in visual realism for mesh insertion, because it allows realistic light transport from volumetric NeRF media onto surfaces, which affects the appearance of reflective/refractive surfaces and illumination of diffuse surfaces informed by the dynamic scene.

  • 6 authors
·
Sep 8, 2023

GridPull: Towards Scalability in Learning Implicit Representations from 3D Point Clouds

Learning implicit representations has been a widely used solution for surface reconstruction from 3D point clouds. The latest methods infer a distance or occupancy field by overfitting a neural network on a single point cloud. However, these methods suffer from a slow inference due to the slow convergence of neural networks and the extensive calculation of distances to surface points, which limits them to small scale points. To resolve the scalability issue in surface reconstruction, we propose GridPull to improve the efficiency of learning implicit representations from large scale point clouds. Our novelty lies in the fast inference of a discrete distance field defined on grids without using any neural components. To remedy the lack of continuousness brought by neural networks, we introduce a loss function to encourage continuous distances and consistent gradients in the field during pulling queries onto the surface in grids near to the surface. We use uniform grids for a fast grid search to localize sampled queries, and organize surface points in a tree structure to speed up the calculation of distances to the surface. We do not rely on learning priors or normal supervision during optimization, and achieve superiority over the latest methods in terms of complexity and accuracy. We evaluate our method on shape and scene benchmarks, and report numerical and visual comparisons with the latest methods to justify our effectiveness and superiority. The code is available at https://github.com/chenchao15/GridPull.

  • 3 authors
·
Aug 25, 2023

An Exactly Solvable Ekman Layer with a Fractional-Order Stress Closure

The classical theory of the wind-driven surface layer of a rotating ocean closes the momentum balance with a local flux-gradient law, in which the turbulent stress at a given depth is proportional to the shear at that depth. It predicts a surface current deflected forty-five degrees from the wind, which exceeds most direct measurements. This study asks what follows when locality is relaxed. Beginning from the exact integral relation between turbulent stress and mean shear, and requiring the memory kernel to carry no preferred vertical scale, we obtain a power-law kernel and therefore a stress law of fractional order. The resulting equation cannot be posed on the velocity, because the fractional derivative of a bounded profile vanishes at the surface, so the wind stress cannot be applied, while the alternative definition of the derivative leaves the surface current unbounded. Posed on the stress instead, the problem is solvable in closed form in Mittag-Leffler functions at every order between zero and one. The surface deflection then depends on the closure order alone and is smaller than forty-five degrees throughout, whereas the depth-integrated transport stays exactly normal to the wind, because that constraint follows from the momentum balance and not from the closure. The far field decays as a power law rather than exponentially, and its amplitude vanishes in the local limit, so that limit is singular. Under a suddenly applied stress the surface transient decays algebraically. Three independent algorithms agree closely, and no observational or model data are used.

  • 6 authors
·
Sep 18

FreBIS: Frequency-Based Stratification for Neural Implicit Surface Representations

Neural implicit surface representation techniques are in high demand for advancing technologies in augmented reality/virtual reality, digital twins, autonomous navigation, and many other fields. With their ability to model object surfaces in a scene as a continuous function, such techniques have made remarkable strides recently, especially over classical 3D surface reconstruction methods, such as those that use voxels or point clouds. However, these methods struggle with scenes that have varied and complex surfaces principally because they model any given scene with a single encoder network that is tasked to capture all of low through high-surface frequency information in the scene simultaneously. In this work, we propose a novel, neural implicit surface representation approach called FreBIS to overcome this challenge. FreBIS works by stratifying the scene based on the frequency of surfaces into multiple frequency levels, with each level (or a group of levels) encoded by a dedicated encoder. Moreover, FreBIS encourages these encoders to capture complementary information by promoting mutual dissimilarity of the encoded features via a novel, redundancy-aware weighting module. Empirical evaluations on the challenging BlendedMVS dataset indicate that replacing the standard encoder in an off-the-shelf neural surface reconstruction method with our frequency-stratified encoders yields significant improvements. These enhancements are evident both in the quality of the reconstructed 3D surfaces and in the fidelity of their renderings from any viewpoint.

  • 5 authors
·
Apr 28, 2025

Extensions of Schoen--Simon--Yau and Schoen--Simon theorems via iteration à la De Giorgi

We give an alternative proof of the Schoen--Simon--Yau curvature estimates and associated Bernstein-type theorems (1975), and extend the original result by including the case of 6-dimensional (stable minimal) immersions. The key step is an ε-regularity theorem, that assumes smallness of the scale-invariant L^2 norm of the second fundamental form. Further, we obtain a graph description, in the Lipschitz multi-valued sense, for any stable minimal immersion of dimension ngeq 2, that may have a singular set Σ of locally finite H^{n-2}-measure, and that is weakly close to a hyperplane. (In fact, if H^{n-2}(Σ)=0, the conclusion is strengthened to a union of smooth graphs.) This follows directly from an ε-regularity theorem, that assumes smallness of the scale-invariant L^2 tilt-excess (verified when the hypersurface is weakly close to a hyperplane). Specialising the multi-valued decomposition to the case of embeddings, we recover the Schoen--Simon theorem (1981). In both ε-regularity theorems the relevant quantity (respectively, length of the second fundamental form and tilt function) solves a non-linear PDE on the immersed minimal hypersurface. The proof is carried out intrinsically (without linearising the PDE) by implementing an iteration method à la De Giorgi (from the linear De Giorgi--Nash--Moser theory). Stability implies estimates (intrinsic weak Caccioppoli inequalities) that make the iteration effective despite the non-linear framework. (In both ε-regularity theorems the method gives explicit constants that quantify the required smallness.)

  • 1 authors
·
Sep 11, 2025

GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction

Presenting a 3D scene from multiview images remains a core and long-standing challenge in computer vision and computer graphics. Two main requirements lie in rendering and reconstruction. Notably, SOTA rendering quality is usually achieved with neural volumetric rendering techniques, which rely on aggregated point/primitive-wise color and neglect the underlying scene geometry. Learning of neural implicit surfaces is sparked from the success of neural rendering. Current works either constrain the distribution of density fields or the shape of primitives, resulting in degraded rendering quality and flaws on the learned scene surfaces. The efficacy of such methods is limited by the inherent constraints of the chosen neural representation, which struggles to capture fine surface details, especially for larger, more intricate scenes. To address these issues, we introduce GSDF, a novel dual-branch architecture that combines the benefits of a flexible and efficient 3D Gaussian Splatting (3DGS) representation with neural Signed Distance Fields (SDF). The core idea is to leverage and enhance the strengths of each branch while alleviating their limitation through mutual guidance and joint supervision. We show on diverse scenes that our design unlocks the potential for more accurate and detailed surface reconstructions, and at the meantime benefits 3DGS rendering with structures that are more aligned with the underlying geometry.

  • 6 authors
·
Mar 25, 2024

Arbor: Explicit Geometric Conditioning for Controllable 3D Asset Generation

Text and image conditioned 3D models now generate convincing assets, but they still offer little direct control over the space an object should occupy or avoid. In authoring, this spatial intent is often known before generation starts. A chair should fit a seating envelope, a prop should leave clearance for motion, or a part should expose a contact surface. Prompts and image views are poor carriers for such constraints, requiring the need for an explicit control interface. We present Arbor, a trainable attachment for text conditioned latent 3D generation. Arbor introduces constraint meshes as a native 3D control interface. The interface uses hull regions where geometry should exist, avoidance regions that should remain empty, and touch regions the object should contact. Unlike completion or whole object scaffold control, these meshes are not target evidence. They are local typed requirements and can include regions where no surface should appear. Arbor keeps this signal as geometry by converting constraint meshes into tokens and learning a routed attachment inside a frozen denoiser. Each latent region can therefore receive the part of the constraint that matters for its spatial location. We evaluate Arbor on automatic and artist curated control benchmarks with hull, avoidance, and touch constraints, and compare the metric trends to a user preference study. Even without dedicated compliance losses, Arbor improves constraint obedience while preserving object quality and variation under fixed constraints.

Surface Extraction from Neural Unsigned Distance Fields

We propose a method, named DualMesh-UDF, to extract a surface from unsigned distance functions (UDFs), encoded by neural networks, or neural UDFs. Neural UDFs are becoming increasingly popular for surface representation because of their versatility in presenting surfaces with arbitrary topologies, as opposed to the signed distance function that is limited to representing a closed surface. However, the applications of neural UDFs are hindered by the notorious difficulty in extracting the target surfaces they represent. Recent methods for surface extraction from a neural UDF suffer from significant geometric errors or topological artifacts due to two main difficulties: (1) A UDF does not exhibit sign changes; and (2) A neural UDF typically has substantial approximation errors. DualMesh-UDF addresses these two difficulties. Specifically, given a neural UDF encoding a target surface S to be recovered, we first estimate the tangent planes of S at a set of sample points close to S. Next, we organize these sample points into local clusters, and for each local cluster, solve a linear least squares problem to determine a final surface point. These surface points are then connected to create the output mesh surface, which approximates the target surface. The robust estimation of the tangent planes of the target surface and the subsequent minimization problem constitute our core strategy, which contributes to the favorable performance of DualMesh-UDF over other competing methods. To efficiently implement this strategy, we employ an adaptive Octree. Within this framework, we estimate the location of a surface point in each of the octree cells identified as containing part of the target surface. Extensive experiments show that our method outperforms existing methods in terms of surface reconstruction quality while maintaining comparable computational efficiency.

  • 8 authors
·
Sep 16, 2023

Operator Learning Using Weak Supervision from Walk-on-Spheres

Training neural PDE solvers is often bottlenecked by expensive data generation or unstable physics-informed neural network (PINN) involving challenging optimization landscapes due to higher-order derivatives. To tackle this issue, we propose an alternative approach using Monte Carlo approaches to estimate the solution to the PDE as a stochastic process for weak supervision during training. Leveraging the Walk-on-Spheres method, we introduce a learning scheme called Walk-on-Spheres Neural Operator (WoS-NO) which uses weak supervision from WoS to train any given neural operator. We propose to amortize the cost of Monte Carlo walks across the distribution of PDE instances using stochastic representations from the WoS algorithm to generate cheap, noisy, estimates of the PDE solution during training. This is formulated into a data-free physics-informed objective where a neural operator is trained to regress against these weak supervisions, allowing the operator to learn a generalized solution map for an entire family of PDEs. This strategy does not require expensive pre-computed datasets, avoids computing higher-order derivatives for loss functions that are memory-intensive and unstable, and demonstrates zero-shot generalization to novel PDE parameters and domains. Experiments show that for the same number of training steps, our method exhibits up to 8.75times improvement in L_2-error compared to standard physics-informed training schemes, up to 6.31times improvement in training speed, and reductions of up to 2.97times in GPU memory consumption. We present the code at https://github.com/neuraloperator/WoS-NO

One-2-3-45: Any Single Image to 3D Mesh in 45 Seconds without Per-Shape Optimization

Single image 3D reconstruction is an important but challenging task that requires extensive knowledge of our natural world. Many existing methods solve this problem by optimizing a neural radiance field under the guidance of 2D diffusion models but suffer from lengthy optimization time, 3D inconsistency results, and poor geometry. In this work, we propose a novel method that takes a single image of any object as input and generates a full 360-degree 3D textured mesh in a single feed-forward pass. Given a single image, we first use a view-conditioned 2D diffusion model, Zero123, to generate multi-view images for the input view, and then aim to lift them up to 3D space. Since traditional reconstruction methods struggle with inconsistent multi-view predictions, we build our 3D reconstruction module upon an SDF-based generalizable neural surface reconstruction method and propose several critical training strategies to enable the reconstruction of 360-degree meshes. Without costly optimizations, our method reconstructs 3D shapes in significantly less time than existing methods. Moreover, our method favors better geometry, generates more 3D consistent results, and adheres more closely to the input image. We evaluate our approach on both synthetic data and in-the-wild images and demonstrate its superiority in terms of both mesh quality and runtime. In addition, our approach can seamlessly support the text-to-3D task by integrating with off-the-shelf text-to-image diffusion models.

  • 7 authors
·
Jun 29, 2023 7

Neural Unsigned Distance Fields for Implicit Function Learning

In this work we target a learnable output representation that allows continuous, high resolution outputs of arbitrary shape. Recent works represent 3D surfaces implicitly with a Neural Network, thereby breaking previous barriers in resolution, and ability to represent diverse topologies. However, neural implicit representations are limited to closed surfaces, which divide the space into inside and outside. Many real world objects such as walls of a scene scanned by a sensor, clothing, or a car with inner structures are not closed. This constitutes a significant barrier, in terms of data pre-processing (objects need to be artificially closed creating artifacts), and the ability to output open surfaces. In this work, we propose Neural Distance Fields (NDF), a neural network based model which predicts the unsigned distance field for arbitrary 3D shapes given sparse point clouds. NDF represent surfaces at high resolutions as prior implicit models, but do not require closed surface data, and significantly broaden the class of representable shapes in the output. NDF allow to extract the surface as very dense point clouds and as meshes. We also show that NDF allow for surface normal calculation and can be rendered using a slight modification of sphere tracing. We find NDF can be used for multi-target regression (multiple outputs for one input) with techniques that have been exclusively used for rendering in graphics. Experiments on ShapeNet show that NDF, while simple, is the state-of-the art, and allows to reconstruct shapes with inner structures, such as the chairs inside a bus. Notably, we show that NDF are not restricted to 3D shapes, and can approximate more general open surfaces such as curves, manifolds, and functions. Code is available for research at https://virtualhumans.mpi-inf.mpg.de/ndf/.

  • 3 authors
·
Oct 26, 2020

Implicit Neural Spatial Representations for Time-dependent PDEs

Implicit Neural Spatial Representation (INSR) has emerged as an effective representation of spatially-dependent vector fields. This work explores solving time-dependent PDEs with INSR. Classical PDE solvers introduce both temporal and spatial discretizations. Common spatial discretizations include meshes and meshless point clouds, where each degree-of-freedom corresponds to a location in space. While these explicit spatial correspondences are intuitive to model and understand, these representations are not necessarily optimal for accuracy, memory usage, or adaptivity. Keeping the classical temporal discretization unchanged (e.g., explicit/implicit Euler), we explore INSR as an alternative spatial discretization, where spatial information is implicitly stored in the neural network weights. The network weights then evolve over time via time integration. Our approach does not require any training data generated by existing solvers because our approach is the solver itself. We validate our approach on various PDEs with examples involving large elastic deformations, turbulent fluids, and multi-scale phenomena. While slower to compute than traditional representations, our approach exhibits higher accuracy and lower memory consumption. Whereas classical solvers can dynamically adapt their spatial representation only by resorting to complex remeshing algorithms, our INSR approach is intrinsically adaptive. By tapping into the rich literature of classic time integrators, e.g., operator-splitting schemes, our method enables challenging simulations in contact mechanics and turbulent flows where previous neural-physics approaches struggle. Videos and codes are available on the project page: http://www.cs.columbia.edu/cg/INSR-PDE/

  • 5 authors
·
Sep 30, 2022

DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation

Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.

  • 3 authors
·
Oct 9, 2024

DebSDF: Delving into the Details and Bias of Neural Indoor Scene Reconstruction

In recent years, the neural implicit surface has emerged as a powerful representation for multi-view surface reconstruction due to its simplicity and state-of-the-art performance. However, reconstructing smooth and detailed surfaces in indoor scenes from multi-view images presents unique challenges. Indoor scenes typically contain large texture-less regions, making the photometric loss unreliable for optimizing the implicit surface. Previous work utilizes monocular geometry priors to improve the reconstruction in indoor scenes. However, monocular priors often contain substantial errors in thin structure regions due to domain gaps and the inherent inconsistencies when derived independently from different views. This paper presents DebSDF to address these challenges, focusing on the utilization of uncertainty in monocular priors and the bias in SDF-based volume rendering. We propose an uncertainty modeling technique that associates larger uncertainties with larger errors in the monocular priors. High-uncertainty priors are then excluded from optimization to prevent bias. This uncertainty measure also informs an importance-guided ray sampling and adaptive smoothness regularization, enhancing the learning of fine structures. We further introduce a bias-aware signed distance function to density transformation that takes into account the curvature and the angle between the view direction and the SDF normals to reconstruct fine details better. Our approach has been validated through extensive experiments on several challenging datasets, demonstrating improved qualitative and quantitative results in reconstructing thin structures in indoor scenes, thereby outperforming previous work.

  • 4 authors
·
Aug 29, 2023

OReX: Object Reconstruction from Planar Cross-sections Using Neural Fields

Reconstructing 3D shapes from planar cross-sections is a challenge inspired by downstream applications like medical imaging and geographic informatics. The input is an in/out indicator function fully defined on a sparse collection of planes in space, and the output is an interpolation of the indicator function to the entire volume. Previous works addressing this sparse and ill-posed problem either produce low quality results, or rely on additional priors such as target topology, appearance information, or input normal directions. In this paper, we present OReX, a method for 3D shape reconstruction from slices alone, featuring a Neural Field as the interpolation prior. A modest neural network is trained on the input planes to return an inside/outside estimate for a given 3D coordinate, yielding a powerful prior that induces smoothness and self-similarities. The main challenge for this approach is high-frequency details, as the neural prior is overly smoothing. To alleviate this, we offer an iterative estimation architecture and a hierarchical input sampling scheme that encourage coarse-to-fine training, allowing the training process to focus on high frequencies at later stages. In addition, we identify and analyze a ripple-like effect stemming from the mesh extraction step. We mitigate it by regularizing the spatial gradients of the indicator function around input in/out boundaries during network training, tackling the problem at the root. Through extensive qualitative and quantitative experimentation, we demonstrate our method is robust, accurate, and scales well with the size of the input. We report state-of-the-art results compared to previous approaches and recent potential solutions, and demonstrate the benefit of our individual contributions through analysis and ablation studies.

  • 3 authors
·
Nov 23, 2022

From Orbit to Ground: Generative City Photogrammetry from Extreme Off-Nadir Satellite Images

City-scale 3D reconstruction from satellite imagery presents the challenge of extreme viewpoint extrapolation, where our goal is to synthesize ground-level novel views from sparse orbital images with minimal parallax. This requires inferring nearly 90^circ viewpoint gaps from image sources with severely foreshortened facades and flawed textures, causing state-of-the-art reconstruction engines such as NeRF and 3DGS to fail. To address this problem, we propose two design choices tailored for city structures and satellite inputs. First, we model city geometry as a 2.5D height map, implemented as a Z-monotonic signed distance field (SDF) that matches urban building layouts from top-down viewpoints. This stabilizes geometry optimization under sparse, off-nadir satellite views and yields a watertight mesh with crisp roofs and clean, vertically extruded facades. Second, we paint the mesh appearance from satellite images via differentiable rendering techniques. While the satellite inputs may contain long-range, blurry captures, we further train a generative texture restoration network to enhance the appearance, recovering high-frequency, plausible texture details from degraded inputs. Our method's scalability and robustness are demonstrated through extensive experiments on large-scale urban reconstruction. For example, in our teaser figure, we reconstruct a 4,km^2 real-world region from only a few satellite images, achieving state-of-the-art performance in synthesizing photorealistic ground views. The resulting models are not only visually compelling but also serve as high-fidelity, application-ready assets for downstream tasks like urban planning and simulation. Project page can be found at https://pku-vcl-geometry.github.io/Orbit2Ground/.

  • 13 authors
·
Dec 8, 2025

EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction on Mobile Devices

Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present EvaSurf, an Efficient View-Aware implicit textured Surface reconstruction method on mobile devices. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with a set of Gaussian lobes to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.

  • 7 authors
·
Nov 16, 2023

M-plicits: Neural Implicit Surfaces via Nested Multiscale Residuals

Encoding input coordinates with sinusoidal functions into multi-layer perceptrons (MLPs) has proven effective for implicit neural representations (INRs) of surfaces defined as zero-level sets. However, existing methods often struggle to balance training efficiency, rendering speed, and noise robustness: single-MLP approaches are expensive at inference, grid-based representations are fast but can limit surface smoothness and overfit input noise, and previous multiscale approaches frequently capture noise and produce artifacts due to hard spectral truncation. To address these limitations, we propose M-plicits, a multiscale framework that models surfaces as a residual sum of MLPs trained via a sequence of nested neighborhoods. Unlike existing residual approaches that rely on standard domain-wide sampling and require costly mesh extraction for visualization, our method strictly localizes supervision to narrow bands around the previous zero-level sets. This nested design naturally provides robustness against noisy input data: the coarse network acts as a low-pass filter that establishes a clean geometric prior, while subsequent residuals progressively refine the geometry without fitting to high-frequency artifacts. We further introduce a multiscale sphere-tracing algorithm and a GEMM-based analytical normal computation that bypasses auto-differentiation entirely, yielding high-fidelity real-time rendering. On Stanford and Thingi32, M-plicits achieves the best mean Chamfer distance in the coarse configuration and the best median Chamfer distance and IoU in the fine configuration, with substantially better noise robustness than iNGP, BACON, and IDF, while using an order of magnitude fewer parameters than grid-based baselines. Code, models, and data are available at https://github.com/dsilvavinicius/m-plicits.

  • 11 authors
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Sep 24

No 3D Matrices: A Unified Tensor-Product View of Matrix-Free Cartesian PDE Solvers

Every Cartesian three-dimensional PDE solver hides a structural secret that production CFD codes have used for half a century and that graduate-level textbooks rarely state plainly. The derivative matrices, the compact Padé line solves, the Galerkin mass inversions, the alternating-direction-implicit substeps, and even the fast Poisson and Helmholtz diagonalization transforms all factor along the coordinate axes and collapse into repeated one-dimensional banded kernels executed along the grid lines. The three-dimensional operator exists only on paper; it is never assembled, factored, or stored. This paper is the manual for that collapse. We derive the Kronecker-product algebra that makes it exact, carry it cleanly through central differences, compact schemes, tensor-product Galerkin, B-spline and isogeometric methods, collocation, ADI time stepping, and direct Poisson and Helmholtz solves, and bring into the open the three production tricks that turn the reduction into hardware-conscious floating-point throughput on real machines: the multi-right-hand-side reshape that exposes a sweep as one batched line kernel (a dense BLAS-3 GEMM when the line factor is dense or element-local, a banded or stencil kernel when it is not), the sum factorization that rescues high-order Galerkin from the O(p^{2d}) quadrature trap, and the pencil decomposition that keeps every direction contiguous across an MPI cluster. For fixed stencil width or fixed polynomial degree, the compute cost stays O(N) in the total number of unknowns N = N_x N_y N_z; the operator storage drops to O(N_x + N_y + N_z) up to bandwidth constants; direct separable Poisson and Helmholtz solvers add the expected transform cost; the line kernels are embarrassingly parallel. These facts are familiar to practitioners but rarely assembled in one place; this paper collects them and shows how to use them.

  • 2 authors
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Jun 22

GASP: Gaussian Splatting for Physic-Based Simulations

Physics simulation is paramount for modeling and utilizing 3D scenes in various real-world applications. However, integrating with state-of-the-art 3D scene rendering techniques such as Gaussian Splatting (GS) remains challenging. Existing models use additional meshing mechanisms, including triangle or tetrahedron meshing, marching cubes, or cage meshes. Alternatively, we can modify the physics-grounded Newtonian dynamics to align with 3D Gaussian components. Current models take the first-order approximation of a deformation map, which locally approximates the dynamics by linear transformations. In contrast, our GS for Physics-Based Simulations (GASP) pipeline uses parametrized flat Gaussian distributions. Consequently, the problem of modeling Gaussian components using the physics engine is reduced to working with 3D points. In our work, we present additional rules for manipulating Gaussians, demonstrating how to adapt the pipeline to incorporate meshes, control Gaussian sizes during simulations, and enhance simulation efficiency. This is achieved through the Gaussian grouping strategy, which implements hierarchical structuring and enables simulations to be performed exclusively on selected Gaussians. The resulting solution can be integrated into any physics engine that can be treated as a black box. As demonstrated in our studies, the proposed pipeline exhibits superior performance on a diverse range of benchmark datasets designed for 3D object rendering. The project webpage, which includes additional visualizations, can be found at https://waczjoan.github.io/GASP.

  • 6 authors
·
Sep 9, 2024

KiloNeuS: A Versatile Neural Implicit Surface Representation for Real-Time Rendering

NeRF-based techniques fit wide and deep multi-layer perceptrons (MLPs) to a continuous radiance field that can be rendered from any unseen viewpoint. However, the lack of surface and normals definition and high rendering times limit their usage in typical computer graphics applications. Such limitations have recently been overcome separately, but solving them together remains an open problem. We present KiloNeuS, a neural representation reconstructing an implicit surface represented as a signed distance function (SDF) from multi-view images and enabling real-time rendering by partitioning the space into thousands of tiny MLPs fast to inference. As we learn the implicit surface locally using independent models, resulting in a globally coherent geometry is non-trivial and needs to be addressed during training. We evaluate rendering performance on a GPU-accelerated ray-caster with in-shader neural network inference, resulting in an average of 46 FPS at high resolution, proving a satisfying tradeoff between storage costs and rendering quality. In fact, our evaluation for rendering quality and surface recovery shows that KiloNeuS outperforms its single-MLP counterpart. Finally, to exhibit the versatility of KiloNeuS, we integrate it into an interactive path-tracer taking full advantage of its surface normals. We consider our work a crucial first step toward real-time rendering of implicit neural representations under global illumination.

  • 5 authors
·
Jun 22, 2022

Measuring the Intrinsic Dimension of Objective Landscapes

Many recently trained neural networks employ large numbers of parameters to achieve good performance. One may intuitively use the number of parameters required as a rough gauge of the difficulty of a problem. But how accurate are such notions? How many parameters are really needed? In this paper we attempt to answer this question by training networks not in their native parameter space, but instead in a smaller, randomly oriented subspace. We slowly increase the dimension of this subspace, note at which dimension solutions first appear, and define this to be the intrinsic dimension of the objective landscape. The approach is simple to implement, computationally tractable, and produces several suggestive conclusions. Many problems have smaller intrinsic dimensions than one might suspect, and the intrinsic dimension for a given dataset varies little across a family of models with vastly different sizes. This latter result has the profound implication that once a parameter space is large enough to solve a problem, extra parameters serve directly to increase the dimensionality of the solution manifold. Intrinsic dimension allows some quantitative comparison of problem difficulty across supervised, reinforcement, and other types of learning where we conclude, for example, that solving the inverted pendulum problem is 100 times easier than classifying digits from MNIST, and playing Atari Pong from pixels is about as hard as classifying CIFAR-10. In addition to providing new cartography of the objective landscapes wandered by parameterized models, the method is a simple technique for constructively obtaining an upper bound on the minimum description length of a solution. A byproduct of this construction is a simple approach for compressing networks, in some cases by more than 100 times.

  • 4 authors
·
Apr 24, 2018

Nova3D: Code-Native Generation of Programmable 3D Assets

Current 3D generative models mostly produce a final surface: a visually strong but largely opaque mesh. Interactive 3D worlds need more than a surface. They need named parts, an assembly hierarchy, measurable constraints, local edit handles, and joints for articulation. We present Nova3D, a system that generates 3D assets as executable Blender source code; the compiled mesh, a binary glTF (GLB), is treated as the artifact, not the asset. Because the output is a program, semantic handles exist at generation time rather than being recovered afterward by segmentation or rigging. We evaluate on Nova3D-Bench, a frozen, spec-grounded benchmark of 54 items across six domains and three difficulty levels with text and image inputs, against eleven baselines in four families (mesh-native, part-structured, code-native, and CAD) plus a same-LLM ablation. Nova3D produces an executable program and a valid artifact for 54/54 items. Every asset exposes named parts organized in a parent-child assembly tree; no mesh-native, CAD, or segmentation baseline exposes either. It satisfies 51/52 prompt-stated numeric and count constraints (best baseline: 11/52), passes 14/18 blinded local edits with locality preserved in 18/18, and articulates 59 joints across 12 assets at 98.3% geometric validity, where every baseline exposes zero native joints. Its geometry is competitive: it wins the structured domains in a pairwise shape-quality tournament and is second only to the strongest mesh-native model, while conceding texture realism to baked-PBR systems. The central result is representational: code-native generation turns a generated 3D object from an opaque surface into a programmable asset that downstream systems can inspect, measure, edit, and animate.

  • 4 authors
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Jul 21

UniSDF: Unifying Neural Representations for High-Fidelity 3D Reconstruction of Complex Scenes with Reflections

Neural 3D scene representations have shown great potential for 3D reconstruction from 2D images. However, reconstructing real-world captures of complex scenes still remains a challenge. Existing generic 3D reconstruction methods often struggle to represent fine geometric details and do not adequately model reflective surfaces of large-scale scenes. Techniques that explicitly focus on reflective surfaces can model complex and detailed reflections by exploiting better reflection parameterizations. However, we observe that these methods are often not robust in real unbounded scenarios where non-reflective as well as reflective components are present. In this work, we propose UniSDF, a general purpose 3D reconstruction method that can reconstruct large complex scenes with reflections. We investigate both view-based as well as reflection-based color prediction parameterization techniques and find that explicitly blending these representations in 3D space enables reconstruction of surfaces that are more geometrically accurate, especially for reflective surfaces. We further combine this representation with a multi-resolution grid backbone that is trained in a coarse-to-fine manner, enabling faster reconstructions than prior methods. Extensive experiments on object-level datasets DTU, Shiny Blender as well as unbounded datasets Mip-NeRF 360 and Ref-NeRF real demonstrate that our method is able to robustly reconstruct complex large-scale scenes with fine details and reflective surfaces. Please see our project page at https://fangjinhuawang.github.io/UniSDF.

  • 6 authors
·
Dec 20, 2023