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📄 Abstract
Abstract: In this paper, we present a 3D reconstruction and rendering framework termed
Mesh-Learner that is natively compatible with traditional rasterization
pipelines. It integrates mesh and spherical harmonic (SH) texture (i.e.,
texture filled with SH coefficients) into the learning process to learn each
mesh s view-dependent radiance end-to-end. Images are rendered by interpolating
surrounding SH Texels at each pixel s sampling point using a novel
interpolation method. Conversely, gradients from each pixel are back-propagated
to the related SH Texels in SH textures. Mesh-Learner exploits graphic features
of rasterization pipeline (texture sampling, deferred rendering) to render,
which makes Mesh-Learner naturally compatible with tools (e.g., Blender) and
tasks (e.g., 3D reconstruction, scene rendering, reinforcement learning for
robotics) that are based on rasterization pipelines. Our system can train vast,
unlimited scenes because we transfer only the SH textures within the frustum to
the GPU for training. At other times, the SH textures are stored in CPU RAM,
which results in moderate GPU memory usage. The rendering results on
interpolation and extrapolation sequences in the Replica and FAST-LIVO2
datasets achieve state-of-the-art performance compared to existing
state-of-the-art methods (e.g., 3D Gaussian Splatting and M2-Mapping). To
benefit the society, the code will be available at
https://github.com/hku-mars/Mesh-Learner.