Power Foam – unified 3DGS representation for both rasterization and ray-tracing

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Power Foam

Abstract

Method

Quantitative

Qualitative

Fisheye

Ray tracing

BibTeX

Unifying Real-Time Differentiable Ray Tracing and Rasterization

Shrisudhan Govindarajan*1,4,

Daniel Rebain*2,

Dor Verbin3,

Kwang Moo Yi2,

Anish Prabhu4,

Andrea Tagliasacchi1,5

1Simon Fraser University<br>2University of British Columbia<br>3Google DeepMind<br>4Google<br>5University of Toronto

*Equal contribution

arXiv

Paper

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We unify real-time differentiable<br>ray tracing and rasterization in a single scene representation.

Abstract

We introduce a differentiable 3D representation that unifies the ray tracing<br>capabilities of foam-based ray tracing with the efficiency of modern rasterization<br>pipelines. While prior foam representations enable constant-time ray traversal<br>through an explicit volumetric partition of space, their potentially unbounded cells<br>hinder efficient tile-based rasterization. We address this limitation by generalizing<br>Voronoi foams to bounded power diagrams with controllable cell extents,<br>enabling spatially bounded primitives without requiring expensive Delaunay<br>triangulations during training.<br>We further introduce an oriented surface formulation that explicitly models<br>interfaces between interior and exterior regions, and decouple geometry from<br>appearance by embedding differentiable texture directly on these surfaces. Together,<br>these contributions yield a representation that preserves state-of-the-art ray<br>tracing efficiency while achieving rasterization performance competitive with current<br>generation 3DGS, providing a practical path toward unified real-time differentiable<br>rendering.

Method

Our recipe is to employ Voronoi at every scale: a bounded<br>power diagram gives us 3D geometry made of cells<br>with controllable extent, a 2D Voronoi on each cell<br>provides texture and displacement, and a spherical Voronoi<br>on each texture site captures directional radiance.

Bounded power diagram

Voronoi texture

Spherical Voronoi

Our goal is to construct a representation that can be both rasterized<br>and ray traced, but while foam structures are natively amenable to<br>ray tracing, efficient rasterization requires bounded primitives that<br>an unbounded foam lacks. Without such bounds, testing a cell's<br>intersection with image tiles demands an unwieldy projected convex<br>hull in screen space and often spans large regions where the cell is<br>fully occluded. The simplest remedy is to restrict each Voronoi foam<br>cell to its intersection with a rasterization-friendly bounding<br>primitive such as a sphere — a structure already provided by<br>computational geometry as the weighted &alpha;-complex, or more<br>specifically its dual, which we refer to as the<br>bounded power diagram. As illustrated below, the Voronoi<br>diagram (left) builds cell faces from planes equidistant to the cell<br>sites and the power diagram (center) builds them from per-cell radii;<br>using those radii as bounding spheres (right) then ensures that all<br>cell boundaries have gradients with respect to every cell parameter.

Voronoi diagram

Power diagram

Bounded power diagram

Interactive<br>Drag the red sites to move them, or drag any<br>circle edge to resize it.

Reset

Ray traversal additionally requires an adjacency graph between<br>neighbouring cells: Radiant Foam obtained this from the Delaunay<br>triangulation of its sites (left), and an unbounded power diagram<br>would analogously require a regular triangulation (center). The<br>bounded power diagram, in contrast, needs only its &alpha;-complex<br>(right, blue), which drops edges between non-overlapping spheres<br>and is therefore cheaper to build. We can simplify construction even<br>further by replacing it with the &Ccaron;ech complex — the<br>graph of all pairwise-overlapping spheres — which is a strict<br>superset of the &alpha;-complex (right, blue + green). This<br>approximation costs only a small amount of rendering speed while<br>leaving the final output exactly correct.

Delaunay triangulation

Regular triangulation

&alpha;-complex (blue) & &Ccaron;ech complex (blue + green)

Interactive<br>Drag the red sites to move them, or drag any<br>circle edge to resize it.

Reset

Finally, for our decoupled geometry and appearance framework, the<br>dipole face acts as a proxy for macro-scale geometry, while detail<br>sites \( s_i \) are optimized to capture high-frequency geometric<br>and appearance details without increasing the primitive count.<br>As illustrated below by zooming into a leaf-tip cell of the Garden<br>scene, displacement values \( d_i \) associated with each detail<br>site push the surface up or down locally along the axis of the<br>dipole, and our soft Voronoi formulation distributes both these<br>displacements and the directional radiance \( c_i \) of each<br>detail site across the dipole plane (shown top-down,<br>with displacement, and side, left to right).

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power cell voronoi diagram foam rasterization

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