DiffTrans: Differentiable Geometry-Materials Decomposition for Reconstructing Transparent Objects
Changpu Li, Shuang Wu, Songlin Tang, Guangming Lu, Jun Yu, Wenjie Pei

TL;DR
DiffTrans introduces a differentiable rendering framework that accurately reconstructs transparent objects with complex topology and textures from multi-view images, overcoming limitations of prior methods.
Contribution
It proposes a novel end-to-end differentiable framework combining FlexiCubes and a recursive ray tracer for efficient geometry and material decomposition of transparent objects.
Findings
Outperforms existing methods on multiple benchmarks.
Achieves high-quality reconstruction in complex scenes.
Reduces computational cost with CUDA implementation.
Abstract
Reconstructing transparent objects from a set of multi-view images is a challenging task due to the complicated nature and indeterminate behavior of light propagation. Typical methods are primarily tailored to specific scenarios, such as objects following a uniform topology, exhibiting ideal transparency and surface specular reflections, or with only surface materials, which substantially constrains their practical applicability in real-world settings. In this work, we propose a differentiable rendering framework for transparent objects, dubbed DiffTrans, which allows for efficient decomposition and reconstruction of the geometry and materials of transparent objects, thereby reconstructing transparent objects accurately in intricate scenes with diverse topology and complex texture. Specifically, we first utilize FlexiCubes with dilation and smoothness regularization as the iso-surface…
Peer Reviews
Decision·ICLR 2026 Poster
The work tackles a highly challenging problem in differentiable rendering, enabling reconstruction and relighting of transparent objects with complex internal geometry and refractions. The decoupling of geometry and materials of transparent objects also presents a reasonable path for modeling light refraction and absorption within an end-to-end differentiable pipeline. The method is efficiently implemented in CUDA/OptiX with strong empirical performance on both synthetic and real-world data.
The framework relies on several simplifying assumptions, uniform refractive index, purely specular surfaces, and absorption-only materials, which could limit its applicability to more realistic transparent objects such as frosted, layered, or scattering materials. The evaluation on real-world data is limited to a single “glass flower” scene, which does not sufficiently demonstrate robustness to real capture conditions such as noise, imperfect masks, or lighting variations. More diverse real-wo
1) This paper implements a ray tracer for transparent materials based on OptiX and CUDA, which serves as a valuable contribution to the community. 2) To obtain a high-quality initial mesh suitable for ray tracing, the paper proposes a flexible cube-based modeling approach.
1) The amount of real-world test data is insufficient—only a single real captured object is used for evaluation. Moreover, the rendered results exhibit inaccurate material appearance, and the paper does not provide any geometric visualization (e.g., mesh or point cloud) of this real object. This raises concerns about the method’s practicality. In contrast, methods like NU-NeRF validate their approach on multiple real transparent objects, offering stronger empirical support. 2) The proposed meth
1. The proposed framework successfully solved the highly challenging transparent object reconstruction and inverse rendering task, while previous works struggled to handle them simultaneously. 2. The proposed differentiable rendering algorithm in Sec 3.3 is physically based and technically sound, following the physical laws of light transport. 3. The experimental results are significantly superior to baseline methods.
1. Related work and citations. This paper is an inverse and differentiable rendering paper, but Section 2 does not survey related work in these research directions. I suggest adding a paragraph for a comprehensive review of existing inverse/differentiable rendering and relighting methods. 2. Paper writing. A lot of necessary details and explanations are missing in the paper, making it hard to understand for people without a background in the related physics laws. Please refer to the "Questions"
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · 3D Shape Modeling and Analysis · Image Enhancement Techniques
