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Many-Worlds Inverse Rendering

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arxiv 2408.16005 v4 pith:VGIRCC2W submitted 2024-08-13 cs.CV cs.GR

Many-Worlds Inverse Rendering

classification cs.CV cs.GR
keywords inverseiterationmany-worldsmethodpriorsurfacevisibilitywork
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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Discontinuous visibility changes remain a major bottleneck when optimizing surfaces within a physically-based inverse renderer. Many previous works have proposed sophisticated algorithms and data structures to sample visibility silhouettes more efficiently. Our work presents another solution: instead of differentiating a tentative surface locally, we differentiate a volumetric perturbation of a surface. We refer this as a many-worlds representation because it models a non-interacting superposition of conflicting explanations (worlds) of the input dataset. Each world is optically isolated from others, leading to a new transport law that distinguishes our method from prior work based on exponential random media. The resulting Monte Carlo algorithm is simpler and more efficient than prior methods. We demonstrate that our method promotes rapid convergence, both in terms of the total iteration count and the cost per iteration.

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Cited by 1 Pith paper

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

  1. MRD: Using Physically Based Differentiable Rendering to Probe Vision Models for 3D Scene Understanding

    cs.CV 2025-12 conditional novelty 6.0

    MRD finds physically different 3D scenes that reproduce a target model activation, revealing which shape and material properties vision models are sensitive to.