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LinPrim: Linear Primitives for Differentiable Volumetric Rendering

Abstract

Volumetric rendering has become central to modern novel view synthesis methods, which use differentiable rendering to optimize 3D scene representations directly from observed views. While many recent works build on NeRF or 3D Gaussians, we explore an alternative volumetric scene representation. More specifically, we introduce two new scene representations based on linear primitives - octahedra and tetrahedra - both of which define homogeneous volumes bounded by triangular faces. To optimize these primitives, we present a differentiable rasterizer that runs efficiently on GPUs, allowing end-to-end gradient-based optimization while maintaining real-time rendering capabilities. Through experiments on real-world datasets, we demonstrate comparable performance to state-of-the-art volumetric methods while requiring fewer primitives to achieve similar reconstruction fidelity. Our findings deepen the understanding of 3D representations by providing insights into the fidelity and performance characteristics of transparent polyhedra and suggest that adopting novel primitives can expand the available design space.

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@article{lützow2025_2501.16312,
  title={ LinPrim: Linear Primitives for Differentiable Volumetric Rendering },
  author={ Nicolas von Lützow and Matthias Nießner },
  journal={arXiv preprint arXiv:2501.16312},
  year={ 2025 }
}
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