Many-Worlds Inverse Rendering
ZIYI ZHANG, École Polytechnique Fédérale de Lausanne (EPFL), Switzerland
NICOLAS ROUSSEL, École Polytechnique Fédérale de Lausanne (EPFL), Switzerland
WENZEL JAKOB, École Polytechnique Fédérale de Lausanne (EPFL), Switzerland
Geometry optimization states
Occlusion Shading
Occlusion
(
a) Local perturbation of
(
b) Non-local perturbation of
Light path
Derivative domain
Iter 6002015105
Shading
Fig. 1. Le: (a) Prior dierentiable rendering methods compute how surface deformations impact light transport through occlusion and shading changes.
The resulting gradients drive local geometric adjustments. (b) Our method instead considers adding hypothetical surface patches anywhere in 3D space.
We simultaneously evaluate many such patches as independent, competing explanations of the input data. This approach, termed many-worlds derivatives,
extends gradient computation from surfaces into the surrounding space. This combines the robustness of volumes with the eiciency of surface rendering:
our method does not require an initial mesh and can be started from an empty scene, while avoiding the expense of transmiance and multiple scaering
computations. Right: An example reconstruction using many-worlds derivatives: a triangle mesh embedded in glass and observed through a mirror.
Discontinuous visibility changes remain a major bottleneck when optimiz-
ing surfaces within a physically based inverse renderer. Many previous
works have proposed sophisticated algorithms and data structures to sample
visibility silhouettes more eciently.
Our work presents another solution: instead of evolving a surface locally,
we extend dierentiation to hypothetical surface patches anywhere in 3D
space. We refer to this as a “many-worlds” representation because it models
a superposition of independent surface hypotheses that compete to explain
the reference images. These hypotheses do not interact through shadowing
or scattering, leading to a new transport law that distinguishes our method
from prior work based on exponential random media.
The complete elimination of visibility-related discontinuity handling
bypasses the most complex and costly component of prior inverse rendering
methods, while the extended derivative domain promotes rapid convergence.
Authors’ Contact Information: Ziyi Zhang, École Polytechnique Fédérale de Lausanne
(EPFL), Lausanne, Switzerland, ziyi.zhang@ep.ch; Nicolas Roussel, École Polytech-
nique Fédérale de Lausanne (EPFL), Lausanne, Switzerland, nicolas.roussel@ep.ch;
Wenzel Jakob, École Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland,
wenzel.jakob@ep.ch.
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© 2025 Copyright held by the owner/author(s). Publication rights licensed to ACM.
ACM 1557-7368/2025/9-ART
https://doi.org/10.1145/nnnnnnn.nnnnnnn
We demonstrate that the resulting Monte Carlo algorithm solves physically
based inverse problems with both reduced per-iteration cost and fewer total
iterations.
CCS Concepts: Computing methodologies Rendering.
Additional Key Words and Phrases: dierentiable rendering
ACM Reference Format:
Ziyi Zhang, Nicolas Roussel, and Wenzel Jakob. 2025. Many-Worlds Inverse
Rendering. ACM Trans. Graph. 1, 1 (September 2025), 17 pages. https://doi.
org/10.1145/nnnnnnn.nnnnnnn
1 Introduction
Dramatic progress in the area of inverse rendering has led to meth-
ods that can fully reverse the process of image formation to recon-
struct 3D scenes from 2D images.
This is usually formulated as an optimization problem: given a
loss function
L
and a rendering
R(𝜋)
of tentative parameters
𝜋
, we
seek to minimize their composition
𝜋
= argmin
𝜋 Π
L(R (𝜋 )). (1)
The details greatly vary depending on the application, but usually
L
will quantify the dierence between the rendering and one or
more reference images.
Recent work on this problem is largely based on emissive volume
reconstruction [Mildenhall et al
.
2021; Kerbl et al
.
2023]. The term
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
2 Zhang et al.
“emissive” highlights that this approach does not rely on simulating
light physics or material reectance; instead, the volume is treated
as if it was a natural emitter of light and stores color values repre-
senting this emitted radiation. These methods are popular because
the direct mapping between stored color and observed appearance
results in well-behaved optimization problems.
Physically based methods instead seek a more complicated expla-
nation: they simulate emission and scattering inside a general scene
that can contain essentially anything: surfaces, volumes, physically
based BRDFs, etc. Interreection adds dense nonlinear parameter
dependencies that make this a signicantly harder optimization
problem. It goes without saying that these two approaches do not
compete: when an emissive volume is an acceptable answer, it should
always be preferred. This is because it encapsulates material, light-
ing, geometry and inter-reection in a unied eld representation
that promotes speedy and stable convergence.
That said, many applications rely on reconstructions that account
for indirect cues—such as shadows and interreections—and aim
to produce physically meaningful results suitable for downstream
tasks like relighting and editing. Unfortunately, algorithms designed
for this harder physical problem are often surprisingly brittle.
A default strategy is to use gradient-based descent to evolve a
scene representation (e.g., a triangle mesh) in a domain
Π
contain-
ing the target
𝜋
. It seems only natural that we try to reach this
goal by evolving compatible models 𝜋
𝑖
Π in this domain, e.g., by
deforming a tentative surface starting from an initial guess.
However, a signicant complication arises when targeting the
physically based avor of this problem: computing
𝜋
L(R (𝜋
𝑖
))
with automatic dierentiation produces incorrect gradients due to
parameter-dependent discontinuities caused by the visibility func-
tion. Incorporating specialized techniques to x this problem simply
leads to the next one: the algorithm now outputs sparse gradients
on object silhouettes that cause convergence to bad local minima.
Preconditioning and regularization can help, but even with all these
xes in place, the optimization often still does not work all that well.
To avoid these problems, we consider optimizations on an ex-
tended parameter space:
𝜋
,
˜
𝜋
= argmin
𝜋 Π,
˜
𝜋
˜
Π
L(
˜
R(𝜋,
˜
𝜋)), (2)
where
˜
R
is furthermore parameterized by
˜
𝜋
˜
Π
representing fea-
tures that we are unwilling to accept in the nal solution. If the role
of these “perpendicular dimensions” diminishes over time, then we
can simply discard
˜
𝜋
at the end and take
𝜋
to be the solution of
the original optimization problem.
The parameter space extension serves two purposes: rst, it turns
a circuitous trajectory through a non-convex energy landscape into
a more direct route by using the extra degrees of freedom:
Second, we will choose the extension so that visibility changes in the
original problem cease to be discontinuous in the extended space,
which greatly reduces algorithmic complexity.
Seen from a high level, this isn’t a new idea: numerous works in
emissive surface reconstruction [Yariv et al
.
2021; Wang et al
.
2021;
Miller et al
.
2024] have shown that the problem becomes tractable
when starting from an emissive volume like NeRF. However, tak-
ing this idea to the world of physically based rendering (e.g., by
optimizing a scattering microake volume) leads to several serious
problems:
(1)
Speed. Introducing random volumes into a physically based
renderer requires solving the radiative transfer equation (RTE),
which involves free-ight sampling and transmittance estima-
tion along every ray segment. In heterogeneous volumes, both
are computationally expensive iterative processes, making this
approach signicantly slower than surface-based methods.
(2)
Extraction. A separate optimization is required to convert
converged volumes into optically similar surfaces with BRDFs,
and the resulting surface is often only an approximation of the
volume appearance. Prior work related the bulk properties of
microfacets and microakes [Dupuy et al
.
2016; Miller et al
.
2024], but this insight cannot be used to convert a general
microake volume into a surface, nor does it generalize to the
richness of reectance models in modern rendering systems.
Instead of introducing an exponential volume that blends all
possible surfaces multiplicatively, we retain a surface (denoted
¯
𝑆
)
and augment it with a spatial representation
𝑆
to model non-local
perturbations of that surface.
Consider placing a new surface patch above the original sur-
face. Standard dierentiation of a path tracer does not account
for this type of change, yet it is a valid way to evolve the scene
representation—one that evolves the surface in a non-local manner.
Importantly, these non-local perturbations can occur simultane-
ously along a light path: the optimization of a potential surface
patch at one location is independent of that at another location.
This is because these hypothetical surfaces aren’t real (or at least,
not yet). They constitute dierent surface possibilities that may or
may not become part of the nal reconstruction. It makes little sense
for them to aect each other.
This leads to a new transport law that we refer to as many-worlds
derivative transport. The term “many-worlds” not only suggests
a distribution of surfaces but also emphasizes the non-interacting
nature of dierent perturbations (“worlds”).
Dierentiation of this model produces dense surface derivatives
in an extended domain. Since we avoid diusing values into an
exponential volume, the optimization remains as ecient as surface
evolution methods. Finally, mesh extraction is a simple projection
that discards
𝑆
, and all of this is easily incorporated into a physically
based path tracer.
Although this paper sometimes refers to the spatial representa-
tion
𝑆
as a “volume”, our method should not be interpreted as volume
reconstruction. Specically, we never optimize this “volume
𝑆
to
match input images; instead, we use it to rene the surface
¯
𝑆
. More-
over, our method interacts with BRDFs rather than phase functions,
and has no concept of transmittance in its radiative transfer.
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
Many-Worlds Inverse Rendering 3
Our main contribution is a solution to the classic discontinuity
problem that is algorithmically simpler and computationally more
ecient than prior methods. We present two derivations that alter-
natively formulate the central algorithm as either
a non-local perturbation of an evolving surface (Section 3), or
an extension of the surface derivative domain that removes the
need for silhouette sampling (Section 4 and Appendix A).
2 Related work and background
This section reviews related prior work on inverse rendering of solid
geometry. The simultaneous disentanglement of geometry, material
and lighting is orthogonal to the topic of this work.
2.1 Physically based inverse rendering
The physically based approach tries to model all available infor-
mation in input images by accounting for lighting, materials, and
interreection. This leads to several challenges.
Discontinuities. Analytic dierentiation of the rendering equation
produces a boundary derivative term that is not sampled by primal
rendering strategies. Consequently, applying automatic dierentia-
tion to a rendering algorithm produces incorrect gradients.
Estimating the missing derivative requires sampling rays along
shape boundaries (i.e., silhouettes). Prior works [Li et al
.
2018; Zhang
et al
.
2020; Yan et al
.
2022; Zhang et al
.
2023a; Xu et al
.
2023, 2024]
have extensively studied the theory and practice of estimating this
boundary term. Another approach employs reparameterizations to
convert the boundary contribution to neighboring regions, enabling
simpler area-based formulations. These methods [Loubet et al
.
2019;
Bangaru et al
.
2020] often require tracing auxiliary rays to detect the
presence of neighboring silhouettes. For geometry representations
based on signed distance elds (SDFs), specialized algorithms can
alleviate some of this cost [Vicini et al
.
2022; Bangaru et al
.
2022;
Wang et al. 2024].
While the theory of the boundary term continues to evolve, prac-
tical eciency and robustness remain challenging. Current methods
still have limitations concerning bias (e.g., specular surfaces) and
variance (e.g., when multiple silhouettes are in close proximity).
These methods are dicult to implement, and the cost of boundary
handling is usually the main bottleneck of the entire optimization.
Sparse gradients. The derivative of the rendering process can be
decomposed into two types: the continuous part and the discontinu-
ous part. We refer readers to Figure 4 in Zhang et al
.
’s work [2023a]
for an illustration. Since our paper focuses on geometry optimiza-
tion, we refer to the continuous part as the shading derivative and
the discontinuous part as the boundary derivative in the following.
The shading derivative is dened everywhere on the surface
and primarily aects the surface through its normal and heavily
depends on the lighting. Adjoint rendering methods [Nimier-David
et al
.
2020; Vicini et al
.
2021b] exploit symmetries to compute the
shading derivative with linear time complexity. Zeltner et al
.
[2021]
analyze dierent strategies for variance reduction in this process.
The boundary derivative, on the other hand, is only dened on the
visibility silhouette of the surface. These surface derivatives are
sparse in two senses:
(1)
A single view only observes a limited subset of all possible
silhouettes, and a derivative step is likely to introduce a kink
at this subset. Nicolet et al
.
[2021] reparameterize meshes on a
space that promotes smoothness to mitigate this issue.
(2)
The derivatives are only dened on the surface, not through-
out the entire 3D space. Although light transport is simulated
in this larger space, only the neighborhood of a surface can
use the computed gradients. Regions far from the initial guess,
must wait until the surface extends to them to receive gradi-
ents. Mehta et al
.
[2023] propose an elegant solution for vector
graphics in 2D; however, they do not extend their approach to
dene surface derivatives in the entire 3D space.
The sparsity has two implications: (1) the optimization is slow
because it needs many iterations to deform the surface to the target
shape, and (2) a good initial guess is needed, especially when the
target shape has a complicated topology or self-occlusions.
Approximations. There is a substantial body of literature on ap-
proximating the PBR process to make optimization easier. These
methods often bypass the discontinuity problem by assuming knowl-
edge of a shape mask (implicitly assuming the shape is directly ob-
servable), approximating boundary derivatives [Laine et al
.
2020], or
diusing the rendering process into a higher-dimensional space [Fis-
cher and Ritschel 2023]. Additionally, many methods approximate
the light transport for eciency [Zhang et al
.
2021a; Jin et al
.
2023;
Zhang et al. 2021b; Boss et al. 2021]. These methods are physically
inspired and can handle complex scenes, while our theory focuses
on dierentiating a fully physically based rendering process.
Nimier-David et al
.
[2022] demonstrate that a physically based
non-emissive volume can be optimized to t the input images. These
methods are more physically accurate than the emissive volume
methods but do not yield a surface representation in the end.
2.2 Emissive volume inverse rendering
A large body of work based on variants of the NeRF [Mildenhall
et al
.
2021] technique replaces the expensive rendering process with
an emissive volume, which leads to a fog-like volume that does not
accurately represent a solid surface.
Later work [Yariv et al
.
2021; Wang et al
.
2021; Li et al
.
2023;
Miller et al
.
2024] added a surface prior to the volume model by
introducing an SDF and deriving the volume density from it. These
methods map SDF values to volume densities using a distribution
function, assuming that a ray intersects a stochastic object following
a Markov process. The variance of the distribution is learnable
during optimization: it begins with a high-variance distribution,
mimicking the NeRF model, and gradually reduces to ensure that a
surface can condently be extracted.
These SDF-parameterized volume reconstructions can be seen as
a blurry version of surface-based methods without indirect eects.
When the variance is zero, these methods simplify to surface-based
methods
1
. With moderate variance, the eect of a solid object, which
we can interpret as “terminating a ray at a position with probability
1, is diused to the neighborhood, interpretable as “terminating a
ray in this neighborhood according to a probability density”.
1
This equivalence is theoretical. In practice, algorithms designed for volume optimiza-
tion cannot handle such a Dirac-delta density distribution due to discontinuities.
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
4 Zhang et al.
2.3 Surfaces versus volumes
Several works studied the relationship of surface and volume ren-
dering: Heitz et al
.
[2016] and Dupuy et al
.
[2016] describe micro-
facet surfaces within the framework of random volumes. Vicini
et al
.
[2021a] incorporated non-exponential transmittance to ac-
count for correlations arising from opaque surfaces. Miller et al
.
[2024]
formalize microake volumes as the relaxation of a stochastic sur-
face model and solve inverse problems using this representation.
Seyb et al
.
[2024] recently incorporated a richer set of spatial correla-
tions, producing a forward rendering framework that spans the full
continuum ranging from pure volume to surface-like interactions.
3 Method
3.1 Motivation
Extended parameter space. Our algorithm optimizes a surface
¯
𝑆
in an indirect manner via a distribution
𝑆
of potential surfaces that
denes an associated density eld in 3D space. The surface
¯
𝑆
is a
product of this eld, for example by extracting a level set. By modi-
fying the distribution
𝑆
rather than
¯
𝑆
directly, we enable gradient
propagation throughout the entire space, not just on the surface
itself. The details of how these spaces are dened are orthogonal to
our method, and we describe them in Appendix C.
Figure 1b demonstrates the eect of adding a hypothetical surface
patch (drawn from
𝑆
) into a scene containing the surface
¯
𝑆
. This
patch modies how light propagates in the scene, thereby changing
the surface rendering of
¯
𝑆
. By adjusting the existence and properties
(e.g., normals, BRDFs) of such patches, we iteratively improve
¯
𝑆
to
better match the target image.
We refer to this a non-local perturbation of
¯
𝑆
: optimizing such hy-
pothetical patches propagates derivatives across the entire domain
of 𝑆, rather than conning updates locally on the surface.
There is a noteworthy connection to prior work: in the limiting
case where the perturbation position coincides with
¯
𝑆
itself, our
derivatives exactly match standard surface derivatives in physical
light simulation [Zhang et al
.
2020, Zhang et al
.
2023a]. Appendix A
provides details on this equivalence, showing that our method is
a generalization of local surface evolution, extending its domain
while preserving its geometric meaning.
The optimization converges when no further perturbation im-
proves the match between
¯
𝑆
and the target image. At this point, we
discard 𝑆 and keep
¯
𝑆.
Within each iteration of the optimization,
¯
𝑆
serves as a static
background, providing base colors for perturbations without being
optimized itself. Thus, we also refer to
¯
𝑆
as the background surface.
Conicting possibilities. Consider a simple case of two non-local
perturbations along a ray. We think of them as competing candidates
for improving the agreement between the radiance arriving from
¯
𝑆
and a reference. For example, suppose that
𝜕loss
𝜕𝐿
i
indicates that the
current pixel’s radiance is too high—in this case, the same informa-
tion should be propagated to both positions without weighting.
Perturbation 1
Perturbation 2
Here, it might seem natural to distribute the target update between
the two positions say, by scaling it by
1
2
. However, this weighting
implicitly assumes the two perturbations compound to rene the
same surface
¯
𝑆
. In reality, they are mutually exclusive possibilities
once optimization converges, only one will contribute to the nal
radiance, without any kind of blending.
This principle extends to more than two perturbations: all candi-
date positions along the ray should receive the same target update,
as if existing in
many worlds
that do not interact. Ultimately, the ray
will intersect only one of these possibilities, which becomes part of
the nal surface.
The above discussion explains the motivation behind our method
at an intuitive level. Our next goals are therefore to quantify non-
local perturbations and derive the derivative transport law.
3.2 Many-worlds derivative transport
Single perturbation case. Consider a scene containing only the
background surface
¯
𝑆
, where the radiance propagating along ray
(y, x) with direction 𝝎 remains constant:
𝐿
¯
S
i
(0) = 𝐿
¯
S
o
(𝑠),
where
𝐿
¯
S
i
(0)
:
= 𝐿
¯
S
i
(x, 𝝎)
(incident radiance at x) and
𝐿
¯
S
o
(𝑠)
:
= 𝐿
¯
S
o
(y, 𝝎)
(outgoing radiance at y) are parameterized by distance.
For a non-local perturbation candidate at distance
𝑡
, we model
its impact on radiative transport as:
𝐿
i
(0) = 𝛼 (𝑡) 𝐿
S
o
(𝑡)
|{z}
perturbed
+
[
1 𝛼 (𝑡)
]
𝐿
¯
S
o
(𝑠)
|{z}
original
, (3)
where
𝛼 (𝑡) [
0
,
1
]
is the probability of a hypothetical surface
patch existing at
𝑡
. The perturbed radiance
𝐿
S
o
(𝑡)
computes reected
radiance as if the patch were inserted at
𝑡
, while the rest of the
scene remains
¯
𝑆.
While this formulation is of little use for physically based render-
ing, its derivative (with respect to any parameter
𝜋
) provides the
means to optimize on the extended parameter space:
𝜕
𝜋
𝐿
i
(0) = 𝜕
𝜋
𝛼 (𝑡) [𝐿
S
o
(𝑡) 𝐿
¯
S
o
(𝑠)]
(i) Occlusion
+ 𝛼 (𝑡 ) 𝜕
𝜋
𝐿
S
o
(𝑡)
(ii) Shading
. (4)
If 𝜕
𝜋
𝐿
i
(0) is positive, we can increase the incident radiance by
(1)
Raising the occupancy at
𝛼 (𝑡)
if this perturbation is favorable,
i.e., 𝐿
S
o
(𝑡) > 𝐿
¯
S
o
(𝑠), or lower it otherwise.
(2)
Increasing the reected radiance
𝐿
S
o
(𝑡)
, e.g., by altering the
normal or BRDF of the hypothetical surface.
Both operations locally update the distribution 𝑆 at 𝑡.
Multiple perturbation case. We now extend to the situation where
every point along the ray can be considered a potential perturbation.
As discussed in Section 3.1, we aim to distribute the target update
uniformly across all possibilities along one segment.
Similar to the reverse-mode derivative of an addition
𝑐 = 𝑎 + 𝑏
that simply forwards the derivative towards its operands
𝑎
and
𝑏
without weighting (
𝜕𝑐
𝜕𝑎
=
1, not
1
2
), we sum radiative contributions
from distinct perturbations using a continous integral to achieve an
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
Many-Worlds Inverse Rendering 5
exponential transmiance
many-worlds
linear transmiance
Fig. 2. Many-worlds derivative transport. The propagated derivative
at distance
𝑡
is only weighted by the local radiance dierence and the
local occupancy respectively (Equation 6). In contrast to exponential or
non-exponential (e.g., linear [Vicini et al
.
2021a]) volumes, the notion of
transmiance disappears as it models nonsensical inter-world shadowing.
Occupancy field Orientation field
empty
filled
surface
Fig. 3. Occupancy and orientation fields. The above images visualize
the contents of an occupancy (
𝛼
) and orientation (
𝜷
) field following an
optimization. The former models the probability of a surface existing at a
position, while the laer assigns normal directions.
analogous propagation behavior:
𝐿
i
(0) =
𝑠
0
𝛼 (𝑡) 𝐿
S
o
(𝑡)
|{z}
candidate at 𝑡
+
[
1 𝛼 (𝑡)
]
𝐿
¯
S
o
(𝑠)
|{z}
background
d𝑡. (5)
Dierentiating it yields the many-worlds derivative transport law:
𝜕
𝜋
𝐿
i
(0) =
𝑠
0
𝜕
𝜋
𝛼 (𝑡) [𝐿
S
o
(𝑡) 𝐿
¯
S
o
(𝑠)] + 𝛼 (𝑡) 𝜕
𝜋
𝐿
S
o
(𝑡)
d𝑡. (6)
The derivative in Equation 6 lacks transmittance terms that would
ordinarily model attenuation along the ray (Figure 2). This stems
from the core principle that distinct worlds must not interact.
The only way in which the background surface
¯
𝑆
manifests in this
equation is to provide a single baseline radiance value
𝐿
¯
S
o
(𝑠)
needed
to compute a dierence of radiance values. As a result,
¯
𝑆
does not
directly receive gradients; yet, it still evolves during optimization
as a result of changes in the distribution 𝑆 that generates
¯
𝑆.
Parameterization. Equation 6 requires derivative propagation to-
wards two quantities in the extended parameter space: the prob-
ability of encountering a surface within the distribution, and the
outgoing radiance 𝐿
S
o
(x, 𝝎) determined by its properties.
Any
𝑆
with dierentiable realizations of these quantities is in
principle suitable—we use an occupancy eld
𝛼 (x) : R
3
[0, 1]
and an orientation eld 𝜷 (x) : R
3
S
2
(Figure 3).
The orientation eld
𝜷 (
x
)
assigns a normal direction to the sur-
face patch at x. The occupancy eld
𝛼 (
x
)
[Mescheder et al
.
2019;
Iteration 20
Iteration 200
Ground truth geometry
Without orientationWith orientation
Optimization views
Fig. 4. Importance of the orientation field. We compare reconstructions
done with and without an orientation field
𝜷
. The top row without
𝜷
uses an
isotropic normal distribution. A lack of orientation information dramatically
slows down convergence and produces incorrect meshes.
Niemeyer et al. 2020] models the probability
𝛼 (x)
:
= Pr{x is inside of 𝑆}, (7)
and is zero when encountering the back side (𝝎 · 𝜷 (x) < 0).
Anisotropy is crucial for physically based inverse rendering. Fig-
ure 4 demonstrates this: assuming a uniform normal distribution for
surface patches produces incorrect results. This happens because
the reference scene is surface-based, where light reection is highly
anisotropic—a property that isotropic distributions fail to capture.
This concludes our derivation via non-local surface perturbations.
To reinforce these results and gain a deeper understanding:
(1)
Appendix A re-derives Equation 6 by analyzing standard sur-
face derivatives and extending them into space.
(2)
Appendix B frames our approach using the mathematical lan-
guage of random volumes.
3.3 Primal rendering
Dierentiable rendering pipelines normally repeatedly render a pri-
mal image, dierentiate a loss, and then backpropagate derivatives.
The previous discussion was only concerned with derivative prop-
agation, and there is thus a question of how to generate a primal
image of our extended parameter space
2
.
A natural choice is to only use the background surface
¯
𝑆
for
primal rendering. (Note that primal images serve solely to compute
the adjoint radiance
𝜕loss
𝜕𝐿
i
—we still employ Equation 6 for derivative
propagation.) Unfortunately, this approach fails catastrophically in
our framework: regions beyond the surface
¯
𝑆
are excluded from
the loss computation yet still receive gradient updates, causing
optimization to become unstable, divergent, and eectively random.
We thus use a primal rendering that incorporates both the sur-
face
¯
𝑆
and the distribution
𝑆
. Recall that the many-worlds principle
2
In many applications, derivative propagation arises naturally from automatic dieren-
tiation of the primal computation. However, this coupling introduces bias in physically
based rendering [Nimier-David et al
.
2020, Section 3.2], which necessitates separate,
uncorrelated Monte Carlo simulation of primal rendering and derivative transport.
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
6 Zhang et al.
manifests in Equation 5 as a direct summation of non-local perturba-
tions. This summation is not directly suitable for primal rendering
as it yields unbounded values. For all experiments in this work,
we compute an average over all perturbations (dierent from an
average over all possible surface renderings) by scaling Equation 5
by a factor of 1/𝑠:
𝐿
i
(0) =
1
𝑠
𝑠
0
𝛼 (𝑡) 𝐿
S
o
(𝑡) +
[
1 𝛼 (𝑡)
]
𝐿
¯
S
o
(𝑠)
d𝑡. (8)
The scaling is an empirically motivated choice rather than a theo-
retically unique solution. Our experiments demonstrate that this
normalization is straightforward to implement and produces mean-
ingful adjoint radiances (
𝜕loss
𝜕𝐿
i
) that enable rapid convergence.
Relation to “radiance eld loss”. A recent work [Zhang et al
.
2025]
instantiated our many-worlds framework for radiance eld recon-
struction, specializing it to the simplied setting of pure emission
without scattering. This enables several simplications: (1) due to
the lack of BRDF and light integration, noise-free radiance values
can be retrieved from an appropriate representation (typically a
neural network), (2) ray marching replaces Monte Carlo sampling,
and (3) rays are traced from xed pixel centers, so the pixel footprint
integral also disappears.
As a result, there is a 1:1 mapping between surface radiance and
reference pixel values, allowing individual losses to be dened for
each potential surface, which is unattainable in our setting. Since ra-
diance contributions from dierent perturbations are never summed,
their method sidesteps the scaling factor in Equation 8. In contrast,
this work addresses the more dicult nested integral problem in-
herent to physically based rendering, where such simplications do
not apply.
4 Discussion
Pseudocode. We present one possible implementation of our many-
worlds framework in Mitsuba 3 [Jakob et al
.
2022]. Algorithm 1 uses
a variable
mode
to distinguish between the primal rendering pass
and the derivative propagation pass.
Relation to surface derivatives. Prior work on geometry dierenti-
ation have proposed local derivative formulations [Zhang et al
.
2020,
Zhang et al
.
2023a] to quantify how small perturbations of a surface
aect radiative transport across the entire scene in physical light
simulation.
Appendix A extends such formulation to measure how tiny changes
of any hypothetical surface patch within
𝑆
inuence radiative trans-
port. This oers a quantitative way to re-derive the many-worlds
derivative transport law using established theory. We made the
following observations:
(1)
Our method does the right thing near the surface: the opti-
mization behavior matches surface dierentiation algorithms
without requiring explicit silhouette sampling.
(2)
Visibility and shading derivatives are combined into a unied
expression in the extended parameter space. This unication is
impossible on the surface
¯
𝑆
, as the two derivatives are dened
on dierent domains. Unlike prior work—which required sepa-
rate algorithms to compute these two types of derivatives—our
method drastically reduces algorithmic complexity.
Listing 1. Pseudocode of the Many-Worlds primal/backward pass
1 mode = "Primal" # Or "Backward"
2
3 def Li(x, 𝝎):
4 # Pick a segment to interact with a surface patch
5 𝑘
mw
= 𝑘
max
* rand()
6 return Li_k(x, 𝝎, 𝑘
mw
, 0)
7
8 def Li_k(x, 𝝎, 𝑘
mw
, 𝑘):
9 if 𝑘 > 𝑘
max
: # Path length exceeds limit
10 return 0
11
12 # Radiance estimate from background surface
13 s = ray_intersect(
¯
𝑆, x, 𝝎)
14 x
= x + s * 𝝎 # Advance to surface
15 𝝎
, 𝑤
brdf
= sample_brdf(x
, -𝝎)
16 L_bg = Le(x
,-𝝎) + Li_k(x
, 𝝎
, 𝑘
mw
, 𝑘 + 1) * 𝑤
brdf
17 if 𝑘 != 𝑘
mw
: # Segment is before/after the sampled segment
18 return L_bg
19
20 # Radiance estimate from sampled surface patch
21 t, 𝑤
surf
= sample_surface(rand(), s)
22 if mode == "Primal":
23 weight = 𝑤
surf
/ s # Primal pass: not differentiated
24 else:
25 weight = 𝑤
surf
# Backward pass: derivative propagation
26 x
= x + t * 𝝎 # Advance to sampled surface
27 𝝎
, 𝑤
brdf
= sample_brdf(x
, -𝝎)
28 occupancy = 𝛼(x
) # Occupancy at sampled point
29 L_fg = Le(x
,-𝝎) + Li_k(x
, 𝝎
, 𝑘
mw
, 𝑘 + 1) * 𝑤
brdf
30 return lerp(L_bg, L_fg, occupancy) * weight
Relation to volume rendering. At a high level, both inverse vol-
ume rendering [Nimier-David et al
.
2022] and our method can be
interpreted as optimizing a distribution of surfaces. However, the
two approaches dier fundamentally in how they interact with this
distribution: when multiple potential surfaces exist along a ray, how
do we model their interplay?
Exponential volume rendering treats interactions as statisti-
cally independent events, leading to a memoryless Poisson
process where multiple interactions occur, weighted by rela-
tive occlusion probabilities [Bitterli et al. 2018].
Our method treats interactions as mutually exclusive events,
ensuring potential surfaces along a ray do not interact via
shadowing or scattering.
Consider a distribution
𝑆
modeling a nearly empty scene con-
taining a single innite plane with an uncertain oset. Within any
realization of this distribution, light traveling towards this plane
will scatter exactly once. In contrast, the volume model diuses the
ray-surface interaction into a band of microakes that cause arbi-
trarily long scattering chains. This not only leads to a signicant
increase in computational cost, but also discombobulates the optical
interpretation of these interactions: the eect of multiple scattering
must later be approximated as a surface BRDF, a process that in
general admits no exact solution and relies on approximation.
Traditional inverse rendering pipeline (which renders the scene to
compute a loss) collapses under the mutually exclusive assumption,
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
Many-Worlds Inverse Rendering 7
Fig. 5. Our method refines a surface
¯
𝑆
by optimizing a distribution
𝑆
of
possible surfaces. Each hypothetical surface patch drawn from
𝑆
is indepen-
dently adjusted to improve the matching between
¯
𝑆
and the target image.
To define the behavior of possible surfaces in space,
𝑆
is parameterized by
an occupancy field 𝛼 (x) and an orientation field 𝜷 (x).
because it would render each potential surface as a separate scene,
thus unrealistically requiring every potential surface to match the
reference image. Instead, we optimize potential surfaces by rening
the rendering of a background surface
¯
𝑆
, giving the algorithm a clear
convergence target (Figure 5). Such comparative adjustments lead
to the notion of non-local surface perturbations, and simultaneous
optimization of all perturbations leads to our many-worlds derivative
transport.
5 Results
Prior work on physically based inverse rendering often includes
comparisons of forward derivatives to other competing methods or
nite dierence-based reference derivatives. They reveal the change
in rendered pixels when perturbing a single scene parameter. How-
ever, such a comparison is neither applicable nor meaningful in
our method: rst, our method computes the extended derivative
on a higher-dimensional domain, which therefore cannot be com-
pared to existing methods. Second, the need for such comparisons is
motivated by the complexity of formulations that deal with discon-
tinuous visibility, but dierentiation our representation is “trivial”
and therefore not interesting. Because of this, we demonstrate the
correctness and performance of our method solely through end-to-
end optimizations.
All results presented in this paper exclusively use many-worlds
derivatives and explicitly disable surface derivatives on
𝑆
, even for
the albedo optimization demonstrated in Figure 7.
Multi-view reconstructions. Figure 6 presents multi-view object
reconstructions of a known material in various settings using our
method. All experiments use the Adam optimizer [Kingma and
Ba 2014]. We found that disabling momentum in the early itera-
tions helped avoid excessive changes while the occupancy eld
was still very far from convergence. Alternatively, a stochastic gra-
dient descent optimizer produces comparable results. During the
reconstruction, each view is rendered at a 512×512 resolution.
The last four rows of Figure 6 show reconstructions involving
perfectly specular surfaces. No prior PBR method could handle such
scenes: reparameterization-based methods would need to account
for the extra distortion produced by specular interactions, while
silhouette segment sampling methods would need to nd directional
emitters through specular chains. Both are complex additional re-
quirements that would be dicult to solve in practice, while the
problem simply disappears with the many-worlds formulation.
Albedo reconstruction. This paper primarily focuses on geometry,
but our method can also be used to optimize materials or lighting.
Figure 7 presents experiments where we jointly optimize the geom-
etry and albedo texture of an object. We store this spatially varying
albedo on an additional 3D volume that parameterizes the BSDF of
the many-worlds representation.
Benets of assumption-free geometry priors. Figure 8 compares
our method to a technique that evolves an SDF using reparameteri-
zations [Vicini et al
.
2022]. These experiments demonstrate that our
method requires signicantly fewer iterations because new surfaces
can be materialized from the very rst iteration.
We use 20 random optimization views, with each view rendered
at 256
×
256 pixels. Both methods utilize a geometry grid resolution
of 128
3
. The time required to perform one iteration of the opti-
mization for one view is 0
.
25 seconds for our method, 0
.
38 seconds
for the large sphere initialization and 0
.
32 seconds for the small
sphere initialization. Our method benets from the eciency of
ray-triangle intersections, whereas the SDF representation relies on
a more costly iterative sphere tracing algorithm. These measure-
ments also show how sphere tracing slows down with smaller steps
due to complicated geometry near a ray, as evidenced by the slower
performance of the larger sphere initialization.
Optimizing all positions at once. Figure 9 replicates the chair re-
construction experiment of a recent work by Zhang et al
.
[2023a]
to demonstrate the benets of the extended parameter space.
Interior topological changes. Figure 10 illustrates a limitation of
our method: it does not robustly handle interior topological changes.
This issue arises because many-worlds derivatives extend only to
the exterior of
¯
𝑆
, leaving the interior unsupervised, much like tradi-
tional surface evolution methods. When attempting to create a hole,
we rely on shading derivatives to bend the surface inward, which
sometimes produces a hole as desired (top row). However, optimiza-
tion like this is sensitive to lighting conditions; as shown in the
bottom row, a dierent lighting can cause the
optimization to stall.
To address this limitation, Mehta et al
.
[2023] proposed explicitly
testing whether creating a cone-shaped hole is benecial, and Zhang
et al
.
[2025] suggested sampling the background surface stochastic-
ity to occasionally permit visibility through high-occupancy regions.
We leave the exploration of these extensions for future work.
The sphere initialization is used solely to demonstrate this limita-
tion; with an assumption-free initialization, our method converges
correctly and more quickly in both lighting conditions.
Subtractive changes. Figure 11 shows the optimization states for
an initialization with random geometry. We used 16 optimization
views and the same setup as in Figure 6. Since the many-worlds deriv-
ative extends the surface derivative domain without approximations,
our method naturally address scenarios that surface derivatives can
handle—in this case, removing superuous geometry and deforming
the rest to reconstruct the desired object.
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
8 Zhang et al.
P
D D HNF
Optimization views Optimization states (re-lit)
Ground truth
geometry
24 views24 views16 views
16 views
24 views
8 views
10 20 30 50 100 Iter 200
10 15 25 40 100 Iter 200
15 20 30 40 100 Iter 400
10 15 20 25 100 Iter 200
10 15 20 25 100 Iter 200
Iter 300
200
100
50
20
10
Fig. 6. Multi-view geometry reconstruction. For the Deer scene, all 8 views are behind the object and we only see the front side in the mirror. For
Polyhedra, Neptune and Fertility, the object is inside a spherical or cubic smooth glass container. The material is known during optimization: the Dragon
has a rough gold material, Polyhedra and Neptune are made of copper oxide, and others are diuse.
geometry and texture
Fig. 7. Material optimization. This experiment demonstrates joint optimization of geometry and an albedo texture. Our method focuses on geometric
optimization, but it is compatible with more general inverse rendering pipelines that furthermore target material and lighting.
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
Many-Worlds Inverse Rendering 9
Ours
SDF reparam
Ground truth geometry Optimization views
Geometry
initialization
Optimization states (re-lit)
1024
768
Ours SDF reparam Ground truth
Fig. 8. Assumption-free optimization. Prior surface optimization methods require an initial guess, which aects the quality of their output. We compare
our method to an unbiased surface derivative method (SDF reparameterization [Vicini et al
.
2022]) using an initialization with a sphere that is either bigger
(middle) or smaller (boom) than the overall size of the target. The experiment shows that the method struggles to reconstruct the target from the smaller
sphere, while carving it out of the bigger sphere seems more reliable. Our method (top) can optimize without such assumptions, i.e., starting from empty space.
Single optimization view
Optimization states (re-lit)
Geometry
initialization
Ours
Projective sampling
Iter 400
Iter 100
40
100
160 280
10
15 20
30
220
35
Ground truth geometry
Fig. 9. The benefit of simultaneously optimizing all positions. We replicate an experiment of Zhang et al
.
[2023a] with our method to reconstruct a chair
from a single reference image. The baseline employs preconditioned gradient descent [Nicolet et al
.
2021] to locally deform a triangle mesh. In each iteration,
the pixels rendering the legs propagate gradients to the scene, causing their progressive extrusion in a thin region of overlap between tentative object and the
chair in the reference image. Derivatives outside of the region of overlap are discarded. Our method observes and uses all gradients starting from the very first
iteration, enabling faster convergence.
Comparison with volume reconstructions. Figure 12 presents re-
sults and equal-iteration timings comparing our method to volume-
based inversion. For the latter, we set the maximum path depth of
the underlying volumetric path tracer to 3 interactions, as larger
values signicantly degrade performance without improving visual
delity. All experiments use the same number of samples per pixel,
and each optimization iteration uses all 12 optimization views. The
anisotropic volume model uses the SGGX phase function [Heitz et al
.
2015]. The volume models are initially as fast as ours but slow down
signicantly as the volume thickens, which is a consequence of
iterative steps needed to resolve coupling between dierent parts of
the exponential volume. Besides reducing speed, this coupling leads
to degraded reconstruction quality at equal iteration count. The
many-worlds approach is algorithmically simpler, produces a better
result in less time, and directly outputs a mesh with materials that
are ready to be relit, without the need for additional optimization
to extract a surface BRDF from phase functions.
Timings. Table 1 lists the average computation time per gradient
step and view for several scenes. These timings were measured on an
AMD Ryzen 3970X Linux workstation with an NVIDIA RTX 3090
graphics card, which our implementation uses to accelerate ray
tracing. We limited the maximum path depth for every scene to
a reasonable value. For certain scenes, we also disabled gradient
estimation for some path segments. For example, in the shape re-
constructions inside a glass object, the rst ray segment (from the
camera to the glass interface) and the last ray segment cannot inter-
sect the many-worlds representation.
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
10 Zhang et al.
Optimization states
Geometry
initialization
Ours
Fig. 10. Limitation on handling interior topological changes. Our method extends surface perturbations only to the exterior and does not accommodate
interior topological changes such as transforming a sphere into a donut. We demonstrate this using a sphere initialization under two lighting conditions.
While shading derivatives can sometimes produce correct holes (top row), it could fail under alternative lighting conditions (boom row).
6 Conclusion and future work
Correct handling of discontinuous visibility during physically based
inversion of geometry has presented a formidable challenge in re-
cent years. Instead of proposing yet another method to solve this
challenging problem, many-worlds inverse rendering shows that
there are completely dierent ways to approach it. Using a notion
of non-local perturbations of a surface, our method successfully
synthesizes complex geometries from an initially empty scene.
Our work lays the theoretical foundation and validates this theory
with a rst implementation. However, the details of this implemen-
tation are still far from optimal and could benet from various
enhancements. For example, we derive the local orientation from a
eld that also governs occupancy, which is straightforward but also
introduces a dicult-to-optimize nonlinear coupling. Extending the
model with a distribution of orientations would further allow it to
consider multiple conicting explanations at every point.
Reconstructing an object involves a balance between exploration
to consider alternative explanations in
𝑆
and exploitation to rene
parameters of the current explanation
¯
𝑆
. Our method aggressively
pursues the exploration phase using a uniform sampling strategy
but lacks a mechanism to eectively exploit its knowledge. We nd
that it often reconstructs a good approximation of a complex shape
in as little as 20 iterations, impossibly fast compared to existing
methods, but then requires 500 iterations for the seemingly trivial
task of smoothing out little kinks.
Our implementation of the many-worlds derivative is based on a
standard physically based path tracer, but previous works on dier-
entiable rendering have shown the benets of moving derivative
computation into a separate phase using a local formulation. This
phase starts the Monte Carlo sampling process where derivatives
locally emerge (e.g., at edges of a triangle mesh in the case of visi-
bility discontinuities). Integrating the local form of our model with
occupancy-based sampling could rene the background surface with
a more targeted optimization of its close neighborhood.
Optimization statesInitialization
Fig. 11. Subtractive changes. Many-worlds derivatives match surface
derivatives when sampled close to the surface. We initialize the scene with
dense geometry to demonstrate the robustness of our method against sub-
tractive changes.
Table 1. We measure the average time needed to optimize one 512
2
pixel
image for dierent scenes. The reported time covers all overheads including
the primal rendering pass, the uncorrelated derivative propagation pass,
the optimizer step and scene update.
Path
depth
AD
depth
spp grad spp time (s)
Heptoroid 2 2 128 32 0.41
Dragon 2 2 128 32 0.42
Deer 4 2 128 32 0.75
Polyhedra 4 2 64 32 1.10
Neptune 5 3 256 32 2.56
Fertility 5 3 256 32 2.06
Acknowledgments
This project has received funding from the European Research Coun-
cil (ERC) under the European Union’s Horizon 2020 research and
innovation program (grant agreement No 948846).
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A Extended surface derivatives
Our method extends surface optimization by introducing non-local
perturbations to a surface
¯
𝑆
. Along each light path, the method
tests how potential surfaces could exist at sampled positions as
perturbations to
¯
𝑆
. By optimizing these hypothetical surfaces, we
eectively explore an extended parameter space 𝑆 to rene
¯
𝑆.
Previous work [Zhang et al
.
2020, Zhang et al
.
2023a] established
the local formulation of surface derivatives, which measures how
an innitesimal surface change aects radiative transport in the
entire scene. We extend their formulation to measure how innites-
imal changes in any hypothetical surface patch within
𝑆
inuence
radiative transport. This provides a quantitative way to rederive
our method. In this section, we show that the resulting derivatives
match the many-worlds derivative transport.
This analysis leads to two critical results:
Many-worlds derivatives reduce to conventional surface deriva-
tives (shading and boundary) when evaluated on
¯
𝑆.
We unify shading and boundary derivatives into a single term
in the extended domain, enabling an algorithmically simpler
implementation.
A.1 Conventional surface derivatives
In physically based rendering, surface dierentiation involves two
types of derivatives: the shading derivative and the boundary deriv-
ative. The shading derivative applies to the entire visible surface for
a given viewpoint, primarily aecting appearance through the shad-
ing normal and local material properties. In contrast, the boundary
derivative (corresponding to “occlusion” in Figure 1) is dened only
Fig. 13. A light path with
𝑛
segments connecting the camera to the emier.
along the visibility silhouette curve as seen from a viewpoint. It
adjusts the object’s visibility contour and is the main driver of shape
optimization.
Both derivatives can be expressed as integrals over path space,
a high-dimensional domain encompassing all possible light paths.
To simplify our derivation, we write them in the three-point form
([Veach 1997, Section 8.1]) that isolates the derivative contribu-
tion from a single ray segment. While the integral remains high-
dimensional, this segment-specic form encapsulates most of the
dimensions within the incident radiance term
𝐿
𝑖
and the incident
importance term 𝑊
𝑖
, making the formulation more tractable.
A.1.1 Shading derivative. Consider the radiance contribution of a
𝑛
-segment light path as illustrated in Figure 13. The measurement
contribution function is given by:
𝑓 (
¯
x) = 𝑊
𝑒
(x
0
, x
1
)𝐺 (x
0
, x
1
) (9)
𝑛1
Ö
𝑖=1
𝑓
𝑠
(x
𝑖1
, x
𝑖
, x
𝑖+1
)𝐺 (x
𝑖
, x
𝑖+1
)
𝐿
𝑒
(x
𝑛
, x
𝑛1
),
where
𝑓
𝑠
is the BSDF function,
𝐺
is the standard geometric term
including visibility
V
, and
𝐿
𝑒
and
𝑊
𝑒
refer to the emitted radiance
and importance. This equation contributes to a measurement—for
instance an image pixel color
𝐼
—following the path space integral
[Veach 1997]:
𝐼 =
Ω
𝑓 (
¯
x) d𝜇,
where d𝜇 =
Î
𝑛
𝑖=0
d𝐴(x
𝑖
) is the area product element.
Without loss of generality, we assume that the emitted radiance
𝐿
𝑒
and the camera model do not depend on the scene parameter
𝜃
(i.e., detached). Dierentiation of the contribution function with
respect to 𝜃 yields:
𝜕𝑓 (
¯
x)
𝜕𝜃
=
𝑛1
𝑘=1
𝑊
𝑖
(x
k1
, x
k
)𝐺 (x
k1
, x
k
) (10)
𝜕
𝜃
h
𝑓
𝑠
(x
k1
, x
k
, x
k+1
)𝐺 (x
k
, x
k+1
)
i
𝐿
𝑖
(x
𝑘+1
, x
𝑘
),
where functions
𝐿
𝑖
and
𝑊
𝑖
denote incident radiance and importance:
𝐿
𝑖
(x
𝑘+1
, x
𝑘
) = 𝐿
𝑒
(x
𝑛
, x
𝑛1
)Π
𝑛1
𝑖=𝑘+1
[𝐺(x
𝑖
, x
𝑖+1
)𝑓
𝑠
(x
𝑖1
, x
𝑖
, x
𝑖+1
)],
𝑊
𝑖
(x
𝑘 1
, x
𝑘
) = 𝑊
𝑒
(x
0
, x
1
)Π
𝑘 1
𝑖=1
[𝐺(x
𝑖1
, x
𝑖
)𝑓
𝑠
(x
𝑖1
, x
𝑖
, x
𝑖+1
)].
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
Many-Worlds Inverse Rendering 13
Fig. 14. Surface boundary derivative. The boundary derivative contains
a motion term that tracks how fast the boundary segment
(
x
a
,
x
c
)
moves
along the normal direction n
b
, which is orthogonal to the viewing direction
𝝎 and the silhouee curve direction t
b
.
This gives the three-point form shading derivative of 𝐼:
𝜕𝐼
𝜕𝜃
𝑠
=
Ω
𝜕
𝜃
𝑓 (
¯
x) d𝜇
=
M×M
𝑊
𝑖
(x
𝑘 1
, x
𝑘
) 𝐺 (x
𝑘 1
, x
𝑘
)
M
𝜕
𝜃
h
𝐺 (x
k
, x
k+1
)𝑓
𝑠
(x
k1
, x
k
, x
k+1
)
i
𝐿
𝑖
(x
k+1
, x
k
) d𝐴(x
k+1
)
| {z }
𝜕
𝜃
c
𝐿
𝑜
(x
k
, x
k1
)
d𝐴(x
k
) d𝐴(x
k1
). (11)
The term in the curly bracket is abbreviated as
𝜕
𝜃
b
𝐿
𝑜
(
x
k
,
x
k1
)
, which
captures the derivative stemming from only the current interaction
at x
k
. The derivatives from later interactions along the path are
incorporated in their respective three-point form integrals.
A.1.2 Boundary derivative. We start from Equation (43) in Zhang
et al
.
’s work [2020] to derive the segment-specic boundary deriv-
ative integral. The derivation is similar to the one shown in the
supplementary material of [Zhang et al
.
2023a] with a dierent
objective—we aim to express the integral such that it is local to
the boundary segment, rather than to the silhouette point. One can
alternatively derive the same result starting from Equation (4) in
[Zhang et al. 2023a].
The original boundary derivative integral, without reparameteri-
zation, states that (see Figure 14 for illustration):
𝜕𝐼
𝜕𝜃
𝑏
=
M
B (x
a
)
𝐿
𝑑
(x
b
, x
a
) 𝐺 (x
a
, x
c
) 𝑊
𝑖
(x
a
, x
c
) (12)
(𝜕
𝜃
x
c
· n
c
) d𝑙 (x
c
) d𝐴(x
a
),
where
(
x
a
,
x
c
)
form a boundary segment that makes contact with
the boundary point x
b
, and the domain
B(
x
a
)
is the boundary curve
on the x
c
side surface as seen from x
a
. The function
𝐿
𝑑
denes
radiance dierence between the foreground and the background as
𝐿
𝑑
(
x
b
,
x
a
) = 𝐿
𝑜
(
x
b
, 𝝎) 𝐿
𝑖
(
x
b
, 𝝎)
. The inner product measures
the motion of x
c
along its in-surface normal direction n
c
.
This integral is already specic to a ray segment, but the motion
term
𝜕
𝜃
x
c
·
n
c
is a derived quantity from
𝜕
𝜃
x
b
·
n
b
. They are related
as follows [Zhang et al. 2023a, Supplementary Eq. (9)]:
𝜕
𝜃
x
c
· n
c
𝜕
𝜃
x
b
· n
b
=
𝑙
ac
𝑙
ab
n
b
× N
c
.
Fig. 15. Shading derivatives in many-worlds transport. Along a ray
segment
(
x
a
,
x
c
)
, we consider potential interactions with a hypothetical
surface at x
b
as a perturbation to the background surface. The shading
derivatives from all such interactions along the ray segment are accumu-
lated.
We also change the length measure d
𝑙 (
x
c
)
to d
𝑙 (
x
b
)
[Zhang et al
.
2023a, Supplementary Eq. (3)]:
d𝑙 (x
c
)
d𝑙 (x
b
)
=
𝑙
ac
𝝎 × t
b
𝑙
ab
𝝎 × t
c
.
Futhermore, we use the following identity ([Zhang et al
.
2023a,
Supplementary Eq. (10)]):
𝝎 × t
c
n
b
× N
c
= |𝝎 · N
c
|.
Combining these equations, we obtain:
𝜕𝐼
𝜕𝜃
𝑏
=
M
C (x
a
)
𝐿
𝑑
(x
b
, x
a
)
|𝝎 · N
a
| 𝝎 × t
b
𝑙
2
ab
𝑊
𝑖
(x
a
, x
b
) (13)
(𝜕
𝜃
x
b
· n
b
) d𝑙 (x
b
) d𝐴(x
a
),
where the boundary domain
C(
x
a
)
is the visibility silhouette curve
on the occluder as seen from x
a
. Rewriting this result by converting
the length measure from scene space to hemisphere space, we get:
𝜕𝐼
𝜕𝜃
𝑏
=
M
C (x
a
)
𝐿
𝑑
(x
b
, 𝝎) 𝑊
𝑖
(x
a
, 𝝎) |𝝎 · N
a
| (14)
(𝜕
𝜃
𝝎 · n
b
) d𝑙 (𝝎) d𝐴(x
a
).
Intuitively, the motion term
𝜕
𝜃
𝝎 ·
n
b
measures how rapidly the
occluder moves in the direction perpendicular to the viewing ray.
This motion is weighted by the radiance dierence between the
foreground and background, and the derivative arising from this
motion is transported to the sensor akin to regular radiance [Nimier-
David et al. 2020, Section 3.1].
A.2 Many-worlds derivatives
We now extend surface derivatives into the extended domain to also
quantify how potential surface patches along a ray segment aect
the radiative transport.
A.2.1 Shading derivative. We write the shading derivative as an in-
tegral over potential surface patches along the ray segment
(
x
a
,
x
c
)
,
weighted by the probability of each patch’s existence:
𝑙
ac
0
𝛼 (𝑡)
𝜕𝐼
𝜕𝜃
𝑠
d𝑡
(11)
=
𝑙
ac
0
M×M
𝑡
(15)
𝛼 (𝑡)
h
𝑊
𝑖
(x
a
, x
b
) 𝐺 (x
a
, x
b
) 𝜕
𝜃
b
𝐿
𝑜
(x
b
, x
a
)
i
d𝐴(x
b
) d𝐴(x
a
) d𝑡,
where x
b
is on a hypothetical surface
M
𝑡
(Figure 15). Note that
the ray direction may not be perpendicular to the surface normal
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
14 Zhang et al.
Fig. 16. Extended form of the surface boundary derivative. For con-
ventional boundary derivatives, the silhouee direction t
b
is only defined
on the visibility silhouee. In the extended case, we define it for any sur-
face, allowing silhouee occlusion to be interpreted as probabilistic surface
existence.
d𝐴(x
b
) d𝑡 = d𝑉 (x
b
)/|𝝎 · N
b
|, allowing us to write the integral as:
=
R
3
M
𝛼 (x
b
) 𝑊
𝑖
(x
a
, x
b
) (16)
|𝝎 · N
a
|V (x
a
x
b
)
𝑙
2
ab
𝜕
𝜃
b
𝐿
𝑜
(x
b
, x
a
) d𝐴(x
a
) d𝑉 (x
b
).
By chaging from an area measure to a solid angle measure, we
can cancel the remaining geometric term and absorb the visibility
function V to obtain:
=
R
3
𝑆
2
𝛼 (x
b
) 𝑊
𝑜
(x
b
, 𝝎) 𝜕
𝜃
b
𝐿
𝑜
(x
b
, 𝝎) d𝝎 d𝑉 (x
b
). (17)
This derivative has a simple form from which we can identify the
following properties:
It is local to the position x
b
where the interaction happens.
The shading derivative originating from this interaction is
weighted by the probability of the surface’s existence and
is uniformly radiated in all directions to be received by the
sensor.
A.2.2 Boundary derivative. A challenge in analyzing the boundary
derivative for hypothetical surfaces is that existing theory from
prior work only analyzes visibility silhouettes on occluders. This
becomes problematic as a potential surface patch is not always on
such a silhouette: its surface normal N
b
may not be orthogonal to the
viewing direction
𝝎
. Such a patch still inuences radiative transport
as it occludes radiance traveling from the background. However, this
type of occlusion does not occur in local surface evolution, where
occlusion is restricted to the visibility silhouette.
We therefore introduce an extended form of the boundary deriva-
tive whose value matches the conventional boundary derivative on
a visibility silhouette curve, but is also well-dened for any surface.
Does such an extension make sense? Intuitively, the boundary
derivative examines the color dierence between the foreground
and the background, and the motion term determines if more of
the foreground or the background should be visible. This concept
closely mirrors the derivative of occupancy, where adjusting the
probability of the surface existence decides the visibility balance
between the surface and the background. From this perspective,
the “boundary” derivative logically extends to hypothetical surfaces
with non-tangential ray intersections. Although “boundary” may
be a misnomer in these cases, we retain the term for consistency
with existing literature.
Extended form of surface boundary derivatives. For any surface
located at x
b
with normal N
b
, we dene the extended silhouette
direction t
b
as the in-surface direction along which the dot product
𝝎 ·
N
b
remains constant. The conventional silhouette direction is a
special case where 𝝎 · N
b
= 0.
Let n
b
be the viewing direction normal, which is orthogonal to
both the viewing direction
𝝎
and the extended silhouette direction
t
b
(Figure 16). In the extended case, it is important to distinguish
between the surface normal N
b
and the viewing direction normal
n
b
. This subtle dierence is not present in the conventional case, as
N
b
= n
b
on the visibility silhouette.
We denote the local motion at x
b
as
v
𝜃
(x
b
) := 𝜕
𝜃
x
b
· N
b
(18)
since it quanties the rate at which occlusion changes at the inter-
action point.
Let m
b
be a unit vector in the surface such that
{
t
b
,
N
b
,
m
b
}
forms an orthonormal basis. the motion relates to ray direction
𝝎 as [Zhang et al. 2023a, Supplementary Eq. (9)]:
𝜕
𝜃
𝝎 · n
b
=
n
b
× m
b
𝑙
ab
𝜕
𝜃
x
b
· N
b
. (19)
The length measure d
𝑙 (𝝎)
is in the solid angle domain, and it
relates to the length measure d𝑙 (x
b
) on the surface as
d𝑙 (𝝎) =
𝝎 × t
b
𝑙
ab
d𝑙 (x
b
). (20)
Using these equations, the extended boundary derivative from
Equation 14 can be rewritten as:
𝜕𝐼
𝜕𝜃
𝑏
(14)
=
M
C (x
a
)
𝐿
𝑑
(x
b
, 𝝎) 𝑊
𝑖
(x
a
, 𝝎) |𝝎 · N
a
|
(𝜕
𝜃
𝝎 · n
b
) d𝑙 (𝝎) d𝐴(x
a
)
(18,19)
=
M
C (x
a
)
𝐿
𝑑
(x
b
, 𝝎) 𝑊
𝑖
(x
a
, 𝝎) |𝝎 · N
a
|
n
b
× m
b
𝑙
ab
v
𝜃
(x
b
) d𝑙 (𝝎) d𝐴(x
a
)
(20)
=
M
C (x
a
)
𝐿
𝑑
(x
b
, 𝝎) 𝑊
𝑖
(x
a
, 𝝎) |𝝎 · N
a
|
n
b
× m
b
𝝎 × t
b
𝑙
2
ab
v
𝜃
(x
b
) d𝑙 (x
b
) d𝐴(x
a
). (21)
Boundary derivative in many-worlds transport. At each interac-
tion position x
b
, let d
𝑙 (
x
b
)
be the length measure along the ex-
tended silhouette direction t
b
and d
𝑛(
x
b
)
be the length measure
along the surface normal N
b
. Together, they dene an area element
d
𝐴(
x
b
) =
d
𝑙 (
x
b
)
d
𝑛(
x
b
)
which quanties how this patch occludes
the background.
Analogous to shading derivatives, we write the many-worlds
boundary derivative of
𝐼
as an integral over all possible surface
interactions along the ray segment (x
a
, x
c
):
𝜕𝐼
𝜕𝜃
𝑏
d𝑛 d𝑡
(21)
=
𝑙
ac
0
M×M
𝑡
𝐿
𝑑
(x
b
, 𝝎) 𝑊
𝑖
(x
a
, 𝝎) (22)
|𝝎 · N
a
|
n
b
× m
b
𝝎 × t
b
𝑙
2
ab
v
𝜃
(x
b
) d𝐴(x
b
) d𝐴(x
a
) d𝑡,
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
Many-Worlds Inverse Rendering 15
The basis {t
b
, N
b
, 𝝎} leads to a volume element
d𝑉 (x
b
) = |𝝎 · m
b
| d𝑙(x
b
) d𝑛(x
b
) d𝑡. (23)
Note that m
b
, n
b
and N
b
are co-planar since they are all orthogonal
to t
b
. We therefore obtain an identity [Zhang et al
.
2023a, Supple-
mentary Eq. (10)]:
𝝎 × t
b
n
b
× m
b
= |𝝎 · m
b
|. (24)
Using these equations, we simplify the boundary derivative as:
(22)
(23)
=
M
R
3
𝑊
𝑖
(x
a
, 𝝎) 𝐿
𝑑
(x
b
, 𝝎)
|𝝎 · N
a
|
𝑙
2
ab
𝝎 × t
b
n
b
× m
b
|𝝎 · m
b
|
v
𝜃
(x
b
) d𝑉 (x
b
) d𝐴(x
a
)
(24)
=
R
3
S
2
𝑊
𝑜
(x
b
, 𝝎) 𝐿
𝑑
(x
b
, 𝝎) v
𝜃
(x
b
) d𝝎 d𝑉 (x
b
). (25)
We dene the local motion v
𝜃
(x
b
) within its canonical space:
v
𝜃
(x
b
) = 𝜕
𝜃
𝛼 (x
b
). (26)
This denition contrasts with prior work that computes the surface
boundary derivative using an implicit eld representation. In those
works, the motion is dened in the scene space, resulting in the
following Jacobian determinant [Stam and Schmidt 2011]:
𝜕
𝜃
p · N =
𝜕
𝜃
𝛼 (p)
𝛼(p)
, (27)
that relates the normal velocity of a surface point p to the deriva-
tive of its implicit representation. This Jacobian determinant is not
required since our method optimize the surface patch directly by
modifying its occupancy value, rather than locally deforming it. The
scaling factor in Equation 27 can bias the many-worlds derivative
by erroneously considering neighboring occupancy values. This is
more apparent when considering the fact that the gradient norm
𝛼
could be innitely large near the mean surface or the oppo-
site, it could drop to zero in the case of an initialization where all
positions share the same occupancy value.
This yields the nal form of the boundary derivative in many-
worlds transport:
(25)
(26)
=
R
3
S
2
𝑊
𝑜
(x
b
, 𝝎) 𝐿
𝑑
(x
b
, 𝝎) 𝜕
𝜃
𝛼 (x
b
) d𝝎 d𝑉 (x
b
).
(28)
A.2.3 Many-worlds derivative. Combining Equation 17 and Equa-
tion 28, we derive a derivative integral that captures the overall
impact of non-local surface perturbations:
𝜕𝐼
𝜕𝜃
=
R
3
S
2
𝑊
𝑜
(x
b
, 𝝎)
h
𝛼 (x
b
) 𝜕
𝜃
b
𝐿
𝑜
(x
b
, 𝝎) +
𝜕
𝜃
𝛼 (x
b
) 𝐿
𝑑
(x
b
, 𝝎)
i
d𝝎 d𝑉 (x
b
)
=
R
3
S
2
𝑊
𝑜
(x
b
, 𝝎) 𝜕
𝜃
h
𝐿
𝑑
(x
b
, 𝝎) 𝛼 (x
b
)
i
d𝝎 d𝑉 (x
b
), (29)
where the background surface in the radiance dierence function
𝐿
𝑑
is detached. Equation 29 represents the nal form of the many-
worlds derivative, expressed in an alternative domain but equivalent
to Equation 6.
This derivation suggests that our approach is an extension of stan-
dard surface evolution methods. Conventional techniques evolve
surfaces by locally modifying shading properties or adjusting ge-
ometry to change occlusion relationships, with such perturbations
restricted to the surface itself. Instead, we generalize this concept
by analyzing hypothetical surface patches in space, leading to the
same well-dened shading and occlusion-based perturbations in an
extended domain.
A key challenge in this extension is that any position along a ray
can now contribute to surface evolution, rather than being restricted
to a single intersection point. To address this, we adopt the “many-
worlds” perspective: treating all possible interactions as mutually
exclusive events. This ensures that a desired change is uniformly
applied across all potential interactions.
B A random volume perspective
B.1 Transport in an exponential random volume
We begin by reviewing light transport in an exponential random
volume as described by the radiative transfer equation. This equation
gives the incident radiance
𝐿
i
along a ray
(
x
, 𝝎)
, accounting for
radiative gains (in-scattering, emission) and losses (out-scattering,
absorption) along the segment reaching up to the nearest ray-surface
intersection at 𝑠 = inf {𝑠
| x + 𝑠
𝝎 M} or 𝑠 = if none exists:
𝐿
i
(0) =
𝑠
0
𝑇 (𝑡)
[
𝜇
s
(𝑡) 𝐿
s
(𝑡) + 𝜇
a
(𝑡) 𝐿
e
(𝑡)
]
d𝑡 + 𝑇 (𝑠) 𝐿
o
(𝑠). (30)
The rst term models contributions of the volume, while the second
accounts for a potential surface at
𝑡 = 𝑠
, whose outgoing radiance
𝐿
o
(𝑠) is attenuated by the medium.
The functions
𝜇
a
(𝑡)
and
𝜇
s
(𝑡)
specify the volume’s absorption and
scattering coecient, whose sum gives the extinction
𝜇
t
= 𝜇
a
+ 𝜇
s
.
The in-scattered radiance
𝐿
s
(𝑡) =
S
2
𝐿
𝑖
(𝑡, 𝝎
) 𝑓
𝑝
(𝑡, 𝝎, 𝝎
) d𝝎
(31)
is the product integral of incident radiance and the
phase function 𝑓
𝑝
.
Finally, the transmittance
𝑇 (𝑡) = exp
𝑡
0
𝜇
𝑡
(𝑡
) d𝑡
(32)
ties everything together: it establishes the connection to particle
distributions and ensures energy conservation by accounting for
self-shadowing (or more generally, self-extinction).
B.2 Many-worlds transport
Building on the discussion in Section 3.1, we aim to prevent nonsen-
sical scattering and shadowing between multiple potential surfaces
along a ray. This can be achieved by modeling the interaction with
a tenuous volume, whose density is diluted by a factor of
𝜀
, which
reduces the scattering and extinction coecients
𝜇
s
and
𝜇
t
. This
low amount of extinction ensures at most one interaction with the
volume along a ray segment, leading to the following transmittance
approximation:
𝑇 (𝑡) 1
𝑡
0
𝜇
𝑡
(𝑡
) d𝑡
, (33)
which follows from
𝑒
𝑥
1
𝑥 + 𝑂 (𝑥
2
)
. Plugging this into the
RTE
(30)
and discarding a second-order term (
𝜇
s
𝜇
t
𝜀
2
) yields the
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
16 Zhang et al.
approximation 𝐿
i
(0) 𝐿
𝜀
i
(0), where the latter is dened as
𝐿
𝜀
i
(0)
:
=
𝑠
0
[
𝜇
s
(𝑡) 𝐿
s
(𝑡) + 𝜇
a
(𝑡) 𝐿
e
(𝑡) 𝜇
t
(𝑡) 𝐿
o
(𝑠)
]
d𝑡 + 𝐿
𝑜
(𝑠), (34)
In other words, a tenuous volume is governed by a linearized RTE,
where higher-order terms vanish. The superscript
𝜀
refers to quan-
tities with a dilution factor 𝜀.
To complete this model, we must instill meaning into the terms
𝜇
t
,
𝜇
s
, and
𝑓
𝑝
. Prior work often did so using volumetric analogs of
microfacet surface models known as microakes [Jakob et al
.
2010].
Applications include optimization, volumetric level of detail, energy-
conserving random walks, and neural elds [Heitz et al
.
2015, 2016;
Vicini et al. 2021a; Loubet and Neyret 2018; Zhang et al. 2023b].
It is worth noting that the theory of microakes actually builds
on a more general notion of anisotropic radiative transport [Shultis
and Myneni 1988; Jakob et al
.
2010], which adopts directionally
varying extinction and scattering coecients arising from a random
distribution of oriented particles:
𝜇
t
(x, 𝝎) = 𝜌(x)
𝑆
2
𝜎 (𝝎, 𝝎
) 𝐷 (x, 𝝎
) d𝝎
(35)
𝜇
s
(x, 𝝎) = 𝜌(x)
𝑆
2
𝑎(x, 𝝎, 𝝎
) 𝜎 (𝝎, 𝝎
) 𝐷 (x, 𝝎
) d𝝎
, (36)
where 𝜌 (x) is the particles’ number density at x, 𝐷 (𝝎) models the
density of their directional orientations,
𝜎 (𝝎, 𝝎
)
gives the cross-
sectional area of a single particle with orientation
𝝎
observed from
direction
𝝎
, and
𝑎(
x
, 𝝎, 𝝎
)
models the particles’ scattering albedo
(
[
0
,
1
]
). Microake theory can then be derived from these expres-
sions by setting
𝜎 (𝝎, 𝝎
) = 𝜎 |𝝎 · 𝝎
|
to model the projected area
of a facet with surface area
𝜎
, and by constructing a phase function
𝑓
𝑝
based on the principle of specular reection from such a ake.
However, we do not model a directional distribution
𝐷 (𝝎)
in this
work. Instead, we adopt a far simpler particle model that associates
a single particle orientation 𝜷 (x) with every point x (Figure 3).
Since there is only one orientation at x, the distribution
𝐷
col-
lapses to a Dirac delta function:
𝐷 (
x
, 𝝎) = 𝛿 (𝝎 𝜷 (
x
))
, which in
turn reduces the extinction to a simple product of number density
and cross-sectional area
𝜇
t
(x, 𝝎) = 𝜌(x) 𝜎 (𝝎, 𝜷 (x)). (37)
Here, we do not specically model the split into a separate number
density and cross-section. Instead, we dene an extinction function
that directly evaluates their product:
𝜇
t
(x, 𝝎) =
(
𝜀 𝑜 (x), if 𝝎 · 𝜷 (x) > 0,
0, otherwise,
(38)
where
𝑜 (
x
)
is the occupancy, i.e., the point-wise discrete probability
that x is inside
𝑆
(Equation 7). The branch condition encodes an
important nonreciprocal
3
behavior: light interacting with a back-
facing surface presents a nonsensical case, and this term masks
those parts of the volume.
The extinction
𝜇
t
models the stopping power of the volume. For
example, the akes of a microake volume obstruct light to a lesser
degree when it propagates nearly parallel to them, and this manifests
3
This behavior is non-reciprocal because when the medium interacts along
𝝎
(i.e., if
𝜇
𝑡
(x, 𝝎 ) > 0), then the opposite direction is non-interacting (i.e., 𝜇
𝑡
(x, 𝝎) = 0).
via a foreshortening term
|𝝎 · 𝝎
|
in the denition of
𝜇
t
. This is
important to obtain a sensible (energy-conserving, reciprocal) model
because these particles mutually interact. On the other hand, when
focusing on a single world in a many-worlds representation, light
stops with probability 1 when it encounters a surface regardless of
how it is oriented (except for mentioned back-facing case). This is
why our model does not include a similar foreshortening term. The
term
𝛼 (
x
)
models the discrete probability of the world within the
ensemble.
We dene the phase function 𝑓
𝑝
of the volume as
𝑓
𝑝
(x, 𝝎, 𝝎
) =
𝑓
𝑠
(x, 𝝎, 𝝎
) |𝜷 (x) · 𝝎
|
𝑎(x, 𝝎, 𝜷 (x))
,
which wraps
𝑓
𝑠
, the bidirectional scattering distribution function
(BSDF) of the many-worlds surface at the point x. This denition
follows the standard convention that the phase function integrates
to 1, with absorption handled by other terms. The albedo
𝑎
provides
the necessary normalization constant:
𝑎(x, 𝝎, 𝜷 (x)) =
𝑆
2
𝑓
𝑠
(x, 𝝎, 𝝎
) |𝜷 (x) · 𝝎
| d𝝎
. (39)
With these denitions,
𝜇
s
reduces to the
product of extinction and 𝑎:
𝜇
s
(x, 𝝎) = 𝑎(x, 𝝎, 𝜷 (x)) 𝜇
t
(x, 𝝎). (40)
The product of this scattering coecient and in-scattered radiance
𝐿
s
(Equation 31) can be seen to compute an extinction-weighted
integral of the many-worlds BSDF over projected solid angles:
𝜇
s
(x, 𝝎)𝐿
s
(x, 𝝎) = 𝜇
t
(x, 𝝎)
𝑆
2
𝐿
i
(x, 𝝎
) 𝑓
𝑠
(x, 𝝎, 𝝎
) |𝛽 (x) · 𝝎
| d𝝎
.
We further use the sum of the above expression with the absorption-
weighted emission to dene an extended outgoing radiance function
𝐿
o
for points x that lie within the many-worlds representation:
𝜇
s
(x, 𝝎)𝐿
s
(x, 𝝎) + 𝜇
a
(x, 𝝎)𝐿
o
(x, 𝝎) =
:
𝜇
t
(x, 𝝎)𝐿
o
(x, 𝝎). (41)
Substituting all of these expressions into Equation 34, we obtain
𝐿
𝜀
i
(0) = 𝜀
𝑠
0
𝛼 (𝑡)
[
𝐿
o
(𝑡) 𝐿
o
(𝑠)
]
d𝑡 + 𝐿
𝑜
(𝑠), (42)
where
𝛼
gives the occupancy at
𝑡
and is zero in the back-facing
(𝜷 (𝑡 ) · 𝝎 < 0) case.
This equation quanties how the many-worlds representation
modies light transport along individual path segments. For multi-
segment paths, we do not model multiple interactions, which would
introduce second-order derivative terms beyond our scope.
While Equation 42 captures innitesimal volumetric eects, our
many-worlds framework treats each perturbation as a standalone
alternative world (Section 3.1). Removing the
𝜀
scaling reveals the
unit perturbation eect:
𝐿
i
(0) =
𝑠
0
𝛼 (𝑡)
[
𝐿
o
(𝑡) 𝐿
o
(𝑠)
]
d𝑡 + 𝐿
𝑜
(𝑠). (43)
Under dierentiation this gives the many-worlds derivative trans-
port in Equation 6.
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.
Many-Worlds Inverse Rendering 17
C Technical Details
C.1 Stochastic surface model
Our method evolves a surface
¯
𝑆
by propagating gradients to a sto-
chastic surface model
𝑆
. We outline one possible parameterization of
a stochastic surface model here [Williams and Fitzgibbon 2006; Sel-
lán and Jacobson 2022; Sellán and Jacobson 2023; Miller et al
.
2024;
Seyb et al
.
2024], noting that this is not our contribution and other
formulations can be used. Our work focuses on the theoretical foun-
dation for optimizing a distribution of surfaces without relying on
exponential volumes (i.e., ray-surface interactions are mutually ex-
clusive events, rather than statistically independent events), which
is largely independent of the specic model used.
An implicit representation
Φ(
x
)
of a shape determines whether
a position x is inside (
Φ(
x
) <
0
)
, outside (
Φ(
x
) >
0
)
, or on the
boundary (
Φ(
x
) =
0
)
of a solid. This geometric classication is
independent of optical properties—for example, points x within a
refractive material also count as inside (Φ(x) < 0).
In our case, the scene models a distribution of surfaces, which
turns
Φ(
x
)
into a random variable. The occupancy
𝛼 (
x
)
then gives
the probability of x being on or inside an object:
𝛼 (x) = Pr{Φ(x) 0}. (44)
We model
Φ(𝑥)
as a Gaussian process (GP). Pointwise evaluations
of the implicit function are normally distributed:
Φ(x) N (𝜇(x), 𝜎
2
(x)), (45)
which yields an explicit form of the occupancy:
𝛼 (x) =
1
2
"
1 erf
𝜇(x)
2𝜎
2
(x)
!#
. (46)
We assume a constant variance 𝜎
2
(x) = 𝜎
2
for all x in this work.
We also use this representation to assign an orientation to every
point based on the expected gradient of the implicit function, i.e.,
𝜷 (x) =
𝐸
[
Φ(x)
]
𝐸
[
Φ(x)
]
=
𝜇 (x)
𝜇 (x)
.
Modeling orientation has a crucial impact on the robustness and
speed of optimizations (Figure 4).
A GP also has the property that evaluations
Φ(
x
1
), Φ(
x
2
), . . .
fol-
low a joint multivariate normal distribution. Their auto-correlation
is often described using a kernel that depends on distance, e.g.:
corr(Φ(x), Φ(y)) = exp
𝛾 x y
2
(47)
where
corr()
refers to Pearson’s correlation coecient. This ensures
that nearby points become increasingly correlated, making sudden
jumps in realizations of Φ(x) unlikely.
Autocorrelation would be a crucial property if our method in-
volved steps such as sampling concrete surface realizations from
𝑆
, or if we consider interaction with potential surfaces at multiple
dierent locations, requiring careful modeling of the correlation
between them. However, our method does not depend on such
steps. Its sole interaction with
𝑆
is through pointwise evaluations
of probabilities, and the extraction of the background surface
¯
𝑆:
¯
𝑆 = {x R
3
| 𝜇(x) = 0} = {x R
3
| 𝛼 (x) =
1
/2}. (48)
Spatial correlation is therefore not a detail that must be modeled in
our implementation of the algorithm. Other variants of the many-
worlds algorithm, for instance those that involve a more general
directional distribution, require more parameterization of the GP.
C.2 Implementation details
Occupancy and background surface. We query
𝜇(
x
)
from a grid-
based texture using cubic interpolants in our implementation. Al-
ternatively, a neural representation [Müller et al
.
2022] could be
employed for greater exibility and resolution.
To simulate interactions with the detached background surface
¯
𝑆
, we use Marching Cubes [Lorensen and Cline 1987] to extract a
triangle mesh from
𝜇(
x
)
, enabling the use of ecient ray-triangle in-
tersection routines. Any other isosurface extraction algorithm could
in principle be used, since the extraction step and the extracted sur-
face do not need to be dierentiable. Our pipeline does not involve
sphere tracing, delta tracking or other iterative algorithms.
Alternative pamameterization. The derivation in Section 3 dis-
cusses the propagation of derivatives to some parameterization of
the extended parameter space. Our choice of parameterization is
simple but unnecessarily restrictive.
For instance, it should be possible to construct versions of this
framework to model
𝜷
as a normal distribution rather than a single
normal direction. This could accelerate convergence by allowing
the optimizer to simultaneously explore a wider range of surface
orientations. Upon surface extraction, the normal distribution could
be interpreted as micro-scale surface roughness, which we leave for
future work.
Sampling strategy. A detail that must be addressed is how Equa-
tion 5 should be sampled in a Monte Carlo renderer. Since we don’t
know the value of the radiance, a natural choice is to sample other
terms proportional to their known contribution—in this case, draw-
ing positions proportional to
𝛼 (𝑡)
. While this is a sensible choice for
primal rendering, it leads to a chicken-and-egg problem during op-
timization. Regions with
𝛼 (
x
)
0 are essentially never sampled, but
we must clearly visit them sometimes to even consider the possibility
of placing a surface there.
Recall the many-worlds derivative transport in Equation 6:
𝜕
𝜋
𝐿
i
(0) =
𝑠
0
𝜕
𝜋
𝛼 (𝑡) [𝐿
S
o
(𝑡) 𝐿
¯
S
o
(𝑠)]
(i)
+ 𝛼 (𝑡 ) 𝜕
𝜋
𝐿
S
o
(𝑡)
(ii)
d𝑡.
Term (i) of this expression states that the derivative of occupancy
along the ray is proportional to
𝐿
S
o
(𝑡) 𝐿
¯
S
o
(𝑠)
, which is an unknown
quantity that must be estimated. Given that there are no remaining
known factors that could be used to sample
𝑡
, the best strategy for
this derivative is to uniformly pick points along the ray.
This isn’t a new discovery: Nimier-David et al
.
[2022] discuss the
same issue in inverse volume rendering and address it by introducing
generalizations of volume trackers that sample proportional to pure
transmittance
𝑇 (𝑡)
instead of the default extinction-weighted trans-
mittance
𝜇
t
(𝑡)𝑇 (𝑡)
. Many-worlds transport has no transmittance,
so the solution ends up being even simpler: a uniform sampling
strategy suces.
ACM Trans. Graph., Vol. 1, No. 1, Article . Publication date: September 2025.