
Surface
rendering
Ground
truth
Surface
rendering
Surface
normal
Surface
normal
(a) Laplacian strength (b) Smooth conductor
Fig. 8. Limitations. (a) Our Laplacian smoothing strategy fails to recon-
struct the flat can surface due to its view-dependent appearance. A larger
Laplacian weight can help, but this also suppresses geometric detail seen in
Figure 12. (b) High-frequency color variation is more challenging to accu-
rately represent on a surface compared to a volumetric representation.
5.3 Limitations and future work
Moving the evaluation of the color loss
ℓ
from image space into the
radiance eld makes our method incompatible with loss functions
that depend on image-space neighborhoods (e.g., style losses).
As shown in Figure 8, our lightweight Laplacian regularization
fails when there are insucient observations to constrain the geome-
try. Using alternative regularization techniques from state-of-the-art
geometry reconstruction methods could help mitigate this issue.
Our method also struggles to accurately capture the appearance of
conductive materials, which could be addressed by incorporating
solutions from prior work [Verbin et al. 2022].
An interesting extension of our work could involve implementing
a particle-based storage approach, such as Gaussian splatting [Kerbl
et al
.
2023]. However, 3D Gaussians are inherently semi-transparent,
which conicts with our assumption of opacity. Future work could
explore the use of opaque primitives, such as 2D disks, to replace
semi-transparent particles.
6 Conclusion
The "many worlds" paradigm—i.e., optimizing a distribution over
non-interacting primitives—is relatively new in the eld of dier-
entiable rendering. In this paper, we apply it to radiance surface
reconstruction, which yields a fast and simple alternative to prior
works. Particularly notable is that the derivation began with an
evolving surface, yet resulted in remarkably similar equations to
volumetric scene reconstructions: ones where losses rather than
colors are integrated along rays.
As reconstruction tasks increase in diculty, a key challenge
lies in deciding whether a region of space is best represented by a
surface or a volume. While the relaxed variant of our method oers
an eective heuristic, it also underscores the need for a principled
answer to this important question.
Much engineering has gone into the design of optimized algo-
rithms, regularizers, and heuristics for NeRF-based 3D reconstruc-
tion. Our hope is that a large portion of this eort will translate to
the radiance eld loss and yield state-of-the-art results in the future.
Acknowledgments
The authors would like to thank Aaron Lefohn and Alexander Keller
for their support. This project has received funding from the Euro-
pean Research Council (ERC) under the European Union’s Horizon
2020 research and innovation program (grant agreement No 948846).
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