Pulsar: Efficient Sphere-based Neural Rendering
Christoph Lassner, Michael Zollhöfer
TL;DR
Pulsar introduces a fast, sphere-based differentiable renderer tightly integrated with PyTorch, enabling end-to-end optimization of geometry and appearance from image observations. By representing scenes with millions of spheres and employing a depth-weighted soft blending and a data-parallel CUDA pipeline, it achieves real-time forward and backward passes that scale to large numbers of primitives. The framework supports neural shading and is demonstrated across 3D reconstruction, novel-view synthesis, and view-dependent rendering, delivering substantial speedups over prior differentiable renderers. Its open-source, modular design and strong performance on consumer GPUs make large-scale neural rendering tasks more practical and accessible.
Abstract
We propose Pulsar, an efficient sphere-based differentiable renderer that is orders of magnitude faster than competing techniques, modular, and easy-to-use due to its tight integration with PyTorch. Differentiable rendering is the foundation for modern neural rendering approaches, since it enables end-to-end training of 3D scene representations from image observations. However, gradient-based optimization of neural mesh, voxel, or function representations suffers from multiple challenges, i.e., topological inconsistencies, high memory footprints, or slow rendering speeds. To alleviate these problems, Pulsar employs: 1) a sphere-based scene representation, 2) an efficient differentiable rendering engine, and 3) neural shading. Pulsar executes orders of magnitude faster than existing techniques and allows real-time rendering and optimization of representations with millions of spheres. Using spheres for the scene representation, unprecedented speed is obtained while avoiding topology problems. Pulsar is fully differentiable and thus enables a plethora of applications, ranging from 3D reconstruction to general neural rendering.
