End-to-end Surface Optimization for Light Control
Yuou Sun, Bailin Deng, Juyong Zhang
TL;DR
This work tackles the inverse design of free-form optical surfaces to reproduce a target light pattern. It introduces an end-to-end optimization framework on a triangle mesh that couples a differentiable, flux-based rendering model with a face-based optimal transport initialization and a piecewise smoothness regularization to ensure manufacturability. The method directly minimizes the difference between rendered and target images, enabling high-fidelity caustic reproduction and producing physically fabricable surfaces validated through CNC-milled prototypes. The combination of differentiable rendering, iterative OT-guided initialization, and fabrication-aware regularization yields accurate light control with practical applicability in art, architecture, medical devices, and energy harvesting.
Abstract
Designing a freeform surface to reflect or refract light to achieve a target distribution is a challenging inverse problem. In this paper, we propose an end-to-end optimization strategy for an optical surface mesh. Our formulation leverages a novel differentiable rendering model, and is directly driven by the difference between the resulting light distribution and the target distribution. We also enforce geometric constraints related to fabrication requirements, to facilitate CNC milling and polishing of the designed surface. To address the issue of local minima, we formulate a face-based optimal transport problem between the current mesh and the target distribution, which makes effective large changes to the surface shape. The combination of our optimal transport update and rendering-guided optimization produces an optical surface design with a resulting image closely resembling the target, while the geometric constraints in our optimization help to ensure consistency between the rendering model and the final physical results. The effectiveness of our algorithm is demonstrated on a variety of target images using both simulated rendering and physical prototypes.
