Radiance Meshes for Volumetric Reconstruction

Alexander Mai, Trevor Hedstrom, George Kopanas, Janne Kontkanen, Falko Kuester +1 more
12/3/2025
cs.GRcs.CV

No official code found. Best implementation: half-potato/radiance_meshes (315 stars, MIT, last commit 2026-04-07).

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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Code Implementations(1)

MIT

Training code for "Radiance Meshes for Volumetric Reconstruction".

31519C++, CudaDec 10, 20246 months agoMIT

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Cite this paper

@article{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},
  url    = {http://arxiv.org/abs/2512.04076v1}
}

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