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BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis

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arxiv 2302.14859 v2 pith:JJ7OP3OT submitted 2023-02-28 cs.CV

classification cs.CV
keywords real-timerepresentationscenesynthesisviewappearancehigh-qualitymeshes
verification ladder T0 review T1 audit T2 compute T3 formal
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We present a method for reconstructing high-quality meshes of large unbounded real-world scenes suitable for photorealistic novel view synthesis. We first optimize a hybrid neural volume-surface scene representation designed to have well-behaved level sets that correspond to surfaces in the scene. We then bake this representation into a high-quality triangle mesh, which we equip with a simple and fast view-dependent appearance model based on spherical Gaussians. Finally, we optimize this baked representation to best reproduce the captured viewpoints, resulting in a model that can leverage accelerated polygon rasterization pipelines for real-time view synthesis on commodity hardware. Our approach outperforms previous scene representations for real-time rendering in terms of accuracy, speed, and power consumption, and produces high quality meshes that enable applications such as appearance editing and physical simulation.

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Cited by 3 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. A Hybrid Neural-Microfacet BRDF Model for Real-Time Rendering

    cs.GR 2026-08 conditional novelty 6.0 of 10

    A hybrid BRDF model, combining a GGX analytical term with a tiny learned residual and gating network, fits measured materials more accurately than fully neural models at equal memory cost.

  2. Neural Surface Priors for Editable Gaussian Splatting

    cs.CV 2024-11 conditional novelty 6.0 of 10

    A neural-surface-guided Gaussian splatting pipeline propagates mesh edits through a triangle soup proxy, enabling mesh-based editing of reconstructed scenes.

  3. 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

    cs.CV 2024-11 conditional novelty 6.0 of 10

    3D Convex Splatting replaces Gaussian splats with smooth convex primitives, achieving higher PSNR and LPIPS than 3DGS on Tanks and Temples and Deep Blending while using fewer primitives.

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