Search arXivSearch

arXiv subjects

Fei Zhu

Publications and source records attributed to Fei Zhu.

3 recordsLinked to original sources

Neural Centroidal Voronoi Tessellations

Centroidal Voronoi tessellation (CVT) is a fundamental primitive for high-quality surface sampling and isotropic remeshing in computer graphics. However, computing surface CVTs with classical solvers remains expensive: each optimization step repeatedly constructs restricted Voronoi diagrams (RVDs) and integrates quantities over their surface cells. We introduce Neural CVT, a learning-based surface-CVT solver that replaces these costly geometric computations with a recurrent neural optimizer, accelerating CVT optimization by one to two orders of magnitude in our benchmarks while preserving geometric fidelity. Given an input surface, we sample a dense point cloud and extract multi-scale geometric descriptors with a graph neural encoder. A lightweight recurrent optimizer then refines seed positions over a small number of iterations, aggregating interpolated surface features and optimization history to predict per-seed displacements. The framework is trained self-supervised using CVT objectives that promote uniform distributions and, when desired, feature alignment. Across diverse organic and CAD-like shapes, Neural CVT generalizes to unseen geometry, initialization strategies, and seed densities, producing isotropic, feature-preserving remeshes comparable to state-of-the-art offline optimization methods at a fraction of the computational cost. Code and trained models will be released.

cs.GR

CVT-GS: Learning to Simplify 3D Gaussian Splatting with Centroidal Voronoi Tessellation

While 3D Gaussian Splatting (3DGS) has emerged as a powerful representation for real-time novel view synthesis, rendering high-fidelity scenes often relies on a massive number of Gaussian primitives, incurring substantial storage and computational overhead. Existing simplification techniques are largely intrusive, requiring training-time pruning, architectural modifications, or computationally expensive per-scene fine-tuning. These drawbacks limit their deployment on off-the-shelf pretrained models. In this paper, we propose CVT-GS, a novel optimization-free post-hoc simplification framework that directly compresses trained 3DGS scenes without sacrificing visual fidelity. Our approach first constructs spatially coherent cells over Gaussian centers via a geometry-aware Centroidal Voronoi Tessellation (CVT). Subsequently, a lightweight neural cell merger predicts the geometry and appearance of a single, highly representative Gaussian primitive for each cell under differentiable rendering supervision. By formulating simplification as a rendering-aware many-to-one merging process rather than naive primitive pruning, CVT-GS outputs a standard 3DGS scene that is seamlessly compatible with existing renderers. Experiments on various datasets demonstrate the superiority of our method. Notably, when achieving a 100-fold reduction in Gaussian points, our method operates 12 times faster than state-of-the-art methods while improving the PSNR by 1.3 dB.

cs.CV

PTIR-GS: Path-Traced Inverse Rendering with Global Illumination in 3D Gaussian Fields

Ray tracing enables 3D Gaussian fields to serve as a representation for physically based light transport. Faithful inverse rendering requires forward rendering and backward optimization to be defined within a consistent light-transport pipeline. Existing Gaussian inverse-rendering methods typically rely on splatting-derived G-buffers and screen-space optimization. The local affine approximation of perspective projection can introduce inconsistencies with path tracing, while simplified rendering formulations often neglect or approximate indirect illumination and visibility. Therefore, we propose a splatting-free path-traced inverse-rendering framework for 3D Gaussian fields that unifies forward rendering and backward optimization within the same recursive multi-bounce light-transport pipeline. We formulate light transport over overlapping Gaussian primitives directly in path space, enabling Monte Carlo path tracing and pathwise gradient replay over the same recursively sampled transport paths. The framework jointly optimizes materials and environment light under the full rendering equation, with ray-traced visibility and global illumination explicitly evaluated. Extensive experiments demonstrate competitive material estimation and improved path-traced rendering quality, producing more plausible shadows, reflections, and relighting under global illumination.

cs.GR