SearcharxivSearch

arXiv · 2106.11272

Neural Marching Cubes

Abstract

We introduce Neural Marching Cubes (NMC), a data-driven approach for extracting a triangle mesh from a discretized implicit field. Classical MC is defined by coarse tessellation templates isolated to individual cubes. While more refined tessellations have been proposed, they all make heuristic assumptions, such as trilinearity, when determining the vertex positions and local mesh topologies in each cube. In principle, none of these approaches can reconstruct geometric features that reveal coherence or dependencies between nearby cubes (e.g., a sharp edge), as such information is unaccounted for, resulting in poor estimates of the true underlying implicit field. To tackle these challenges, we re-cast MC from a deep learning perspective, by designing tessellation templates more apt at preserving geometric features, and learning the vertex positions and mesh topologies from training meshes, to account for contextual information from nearby cubes. We develop a compact per-cube parameterization to represent the output triangle mesh, while being compatible with neural processing, so that a simple 3D convolutional network can be employed for the training. We show that all topological cases in each cube that are applicable to our design can be easily derived using our representation, and the resulting tessellations can also be obtained naturally and efficiently by following a few design guidelines. In addition, our network learns local features with limited receptive fields, hence it generalizes well to new shapes and new datasets. We evaluate our neural MC approach by quantitative and qualitative comparisons to all well-known MC variants. In particular, we demonstrate the ability of our network to recover sharp features such as edges and corners, a long-standing issue of MC and its variants. Our network also reconstructs local mesh topologies more accurately than previous approaches.

Explore related subjects

Keep this discovery

BibTeXRIS

Zhiqin Chen, Hao Zhang. 2021-06-21. Neural Marching Cubes. https://doi.org/10.1145/3478513.3480518

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

ReCHOIR: Contact-guided Human Object Interaction Retargeting to Diverse Characters

We present ReCHOIR, a novel contact-guided motion retargeting method for transferring human object interaction (HOI) motions across diverse humanoid characters. Unlike prior motion retargeting methods that primarily focus on transferring human motion alone, our goal is to preserve not only the semantics of the original body movement but also consistent interaction between the character and the manipulated object, while jointly producing aligned target human and object motions. Given source HOI motion, object geometry, and contact cues extracted from the source interaction, ReCHOIR retargets an HOI sequence to target characters with different skeletal configurations while maintaining both motion semantics and contact-consistent interaction patterns. Our method builds on a Part-Aware Motion Embedding (PAME) autoencoder, which encodes full-body motion into a shared body-part-wise latent space. This representation enables generalization across heterogeneous skeletons while preserving local motion semantics beneficial for part-aware adaptation in HOI retargeting. On top of this representation, we introduce a contact-guided retargeting module and an object motion decoder for HOI retargeting. The contact-guided retargeting module treats the source object interaction as a condition for refining target character motion: object- and contact-related signals are encoded into a body-part-aligned latent representation and injected into decoding through a residual control branch, enabling stronger adaptation in interaction-relevant body regions without discarding the underlying motion prior. In parallel, the object motion decoder predicts a target object motion aligned with the refined target character motion, ensuring that the object trajectory remains consistent with how the interaction is realized by the target character.

cs.GR

Gaussian Light Transport

We present a novel method for computing global illumination by expressing the solution to the light transport equation as a 13D Gaussian mixture model over positions, directions, surface normals, and material properties. We show that including scene properties in the Gaussian representation drastically reduces the number of functions and speeds up evaluation. As opposed to traditional light transport methods based on Neumann series, the parameters of our model are directly estimated by minimizing the residual of the rendering equation. While both optimization and rendering require repeated evaluations of a linear combination of high-dimensional Gaussian functions, we introduce an efficient culling strategy to keep the optimization tractable and produce renderings in real time. Our representation enables to render fast, view-independent solutions to the light transport equation, achieving rendering times on the order of milliseconds, with a fraction of the memory requirements of conventional neural rendering approaches.

cs.GR

Hologram Representation via Quadratic Phase Gaussian Splatting

We introduce Complex-Valued Quadratic Phase Gaussian (CVQPG), a novel hologram representation method that replaces standard 2D Gaussian representations used in 2D Gaussian Splatting with 2D quadratic phase functions. CVQPG incorporates additional learnable parameters to control the curvature of these bases. We evaluate our approach against state-of-the-art methods, exceeding the visual quality by +0.19 dB (RGB) and +0.33 dB (grayscale) on average in holographic reconstructions. Specifically, our equal parameter count evaluations show that modulating the primitive's wavefront is an effective and lightweight enhancement for hologram representations. In addition, our frequency domain analysis illustrates that CVQPG has successfully preserved the mid-to-high frequency band of natural images.

cs.GR