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3D再構成arXiv:2504.19938

Mesh-Learner: 球面調和関数によるメッシュのテクスチャリング

Mesh-Learner: Texturing Mesh with Spherical Harmonics

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メッシュと球面調和関数テクスチャを統合し、ラスタライズパイプラインと互換性のある3D再構成・レンダリングフレームワークを提案。

著者: Yunfei Wan, Jianheng Liu, Chunran Zheng, Jiarong Lin, Fu Zhang

分類: cs.CV, cs.RO

原文アブストラクト

In this paper, we present a 3D reconstruction and rendering framework termed Mesh-Learner that is natively compatible with traditional rasterization pipelines. It integrates mesh and spherical harmonic (SH) texture (i.e., texture filled with SH coefficients) into the learning process to learn each mesh s view-dependent radiance end-to-end. Images are rendered by interpolating surrounding SH Texels at each pixel s sampling point using a novel interpolation method. Conversely, gradients from each pixel are back-propagated to the related SH Texels in SH textures. Mesh-Learner exploits graphic features of rasterization pipeline (texture sampling, deferred rendering) to render, which makes Mesh-Learner naturally compatible with tools (e.g., Blender) and tasks (e.g., 3D reconstruction, scene rendering, reinforcement learning for robotics) that are based on rasterization pipelines. Our system can train vast, unlimited scenes because we transfer only the SH textures within the frustum to the GPU for training. At other times, the SH textures are stored in CPU RAM, which results in moderate GPU memory usage. The rendering results on interpolation and extrapolation sequences in the Replica and FAST-LIVO2 datasets achieve state-of-the-art performance compared to existing state-of-the-art methods (e.g., 3D Gaussian Splatting and M2-Mapping). To benefit the society, the code will be available at https://github.com/hku-mars/Mesh-Learner.

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