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Abstract:

This presentation introduces LinPrim (Linear Primitives), a novel approach for differentiable volumetric rendering and novel view synthesis. Unlike methods utilizing Gaussian splats, LinPrim constructs 3D scenes using explicit, bounded polyhedra—specifically, homogeneous density octahedra—which feature distinct edges and well-defined surfaces. The method employs a custom CUDA-based differentiable rasterizer optimized for these primitives, enabling real-time rendering and scene optimization from known views. The rendering pipeline involves computing primitive visibility, tile-based sorting using bounding boxes, calculating closed-form ray-primitive intersections, and alpha blending based on density and intersection length. Optimization adjusts primitive parameters using gradients derived from image differences, and the primitive population is dynamically managed by adding/removing primitives based on gradients and transparency/size criteria. LinPrim achieves visual fidelity comparable to baseline methods while utilizing fewer primitives, highlighting polyhedral primitives as a promising, underexplored direction in 3D representation design.

LinPrim: Polyhedral Primitives for Differentiable Rendering

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