Volumetric Surfaces: Representing Fuzzy Geometries with Layered Meshes
Stefano Esposito, Anpei Chen, Christian Reiser, Samuel Rota Bul\`o,, Lorenzo Porzi, Katja Schwarz, Christian Richardt, Michael Zollh\"ofer, Peter, Kontschieder, Andreas Geiger

TL;DR
This paper introduces a layered mesh representation for fuzzy geometries that enables real-time, sorting-free rendering with bounded sampling, improving efficiency and accuracy over traditional volume and surface rendering methods.
Contribution
The authors propose a novel multi-layer mesh approach that models fuzzy objects with bounded sampling and efficient rasterization, suitable for real-time view synthesis on low-power devices.
Findings
Achieves real-time rendering on low-power devices.
Models fuzzy geometries more accurately than single-surface methods.
Reduces computational overhead compared to volume rendering.
Abstract
High-quality view synthesis relies on volume rendering, splatting, or surface rendering. While surface rendering is typically the fastest, it struggles to accurately model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes rendered in a fixed order. First, we model surface layers as signed distance function (SDF) shells with optimal spacing learned during…
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Taxonomy
TopicsAdvanced Numerical Analysis Techniques · Advanced Theoretical and Applied Studies in Material Sciences and Geometry · 3D Shape Modeling and Analysis
