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Inverse Rendering for Modeling with Line Primitives

Kenji Tojo, Ariel Shamir, Nobuyuki Umetani, Bernd Bickel

Latestcs.CLcs.LGcs.AIcs.CV
arXiv ID
2609.00625 v1
Category
Submitted
2026-09-01

Abstract

Faithfully capturing diverse real-world objects with fuzzy, anisotropic structures, such as hair, fur, fibers, and textiles, for efficient real-time visualization remains challenging. Recent radiance field reconstruction methods capture these structures from multi-view images using translucent volumetric primitives such as 3D Gaussians rather than opaque low-dimensional primitives (e.g., triangles, line segments, and polylines), thereby limiting compatibility with standard depth-tested rasterization, reflection modeling, and physical simulation. We present an inverse rendering method for reconstructing fuzzy geometry using explicit line segments, which are rasterized on a subpixel grid for anti-aliasing to reproduce a semi-transparent appearance. While straightforward to render, optimizing numerous line primitives to match target images poses a significant challenge. We address this by introducing a stochastic differentiable rasterizer for line segments that produces informative gradients with respect to vertex positions, attributes, and discrete connectivity. Experiments on synthetic and real-world datasets show that our method outperforms surface-based approaches in capturing fuzzy boundaries and achieves quality comparable to volumetric representations while relying entirely on explicit geometry. The resulting representation integrates seamlessly with standard graphics pipelines, enabling cross-platform rendering, various shading models, and physical simulation.

Comment: SIGGRAPH Asia 2026. Project page: https://kenji-tojo.github.io/sa26-line-primitives/

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