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Many-Worlds Inverse Rendering

In Transactions on Graphics (Proceedings of SIGGRAPH Asia 2025)

Left: (a) Prior differentiable rendering methods compute how surface deformations impact light transport through occlusion and shading changes. The resulting gradients drive local geometric adjustments. (b) Our method instead considers adding hypothetical surface patches anywhere in 3D space. We simultaneously evaluate many such patches as independent, competing explanations of the input data. This approach, termed many-worlds derivatives, extends gradient computation from surfaces into the surrounding space. This combines the robustness of volumes with the efficiency of surface rendering: our method does not require an initial mesh and can be started from an empty scene, while avoiding the expense of transmittance and multiple scattering computations. Right: An example reconstruction using many-worlds derivatives: a triangle mesh embedded in glass and observed through a mirror.

Abstract

Discontinuous visibility changes remain a major bottleneck when optimizing surfaces within a physically based inverse renderer. Many previous works have proposed sophisticated algorithms and data structures to sample visibility silhouettes more efficiently.

Our work presents another solution: instead of evolving a surface locally, we extend differentiation to hypothetical surface patches anywhere in 3D space. We refer to this as a “many-worlds” representation because it models a superposition of independent surface hypotheses that compete to explain the reference images. These hypotheses do not interact through shadowing or scattering, leading to a new transport law that distinguishes our method from prior work based on exponential random media.

The complete elimination of visibility-related discontinuity handling bypasses the most complex and costly component of prior inverse rendering methods, while the extended derivative domain promotes rapid convergence. We demonstrate that the resulting Monte Carlo algorithm solves physically based inverse problems with both reduced per-iteration cost and fewer total iterations.

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BibTeX
@article{Zhang2025MW,
    author = {Zhang, Ziyi and Roussel, Nicolas and Jakob, Wenzel},
    title = {Many-Worlds Inverse Rendering},
    year = {2025},
    publisher = {Association for Computing Machinery},
    address = {New York, NY, USA},
    issn = {0730-0301},
    url = {https://doi.org/10.1145/3767318},
    doi = {10.1145/3767318},
    journal = {ACM Trans. Graph.},
    month = sep,
    keywords = {differentiable rendering}
}