Radiant Foam: Real-Time Differentiable Ray Tracing
Shrisudhan Govindarajan, Daniel Rebain, Kwang Moo Yi, Andrea Tagliasacchi
TL;DR
Radiant Foam introduces a differentiable, Voronoi-based volumetric mesh (a foam) for real-time ray-traced rendering without rasterization. By parameterizing space with differentiable Voronoi sites and leveraging a ray-tracing traversal akin to ray_plane, it achieves NeRF-like optimization while preserving explicit geometry and true light transport. The approach matches the quality of Gaussian Splatting on challenging scenes but delivers substantially higher frame rates and hardware‑agnostic performance. Extensive experiments on Mip-NeRF360 and Deep Blending show competitive image quality with up to ~300 FPS, and ablations highlight the importance of densification, pruning, and the quantile loss. Limitations include the current Voronoi constraint on cell boundaries, with future work aimed at generalizing topology and handling dynamic content.
Abstract
Research on differentiable scene representations is consistently moving towards more efficient, real-time models. Recently, this has led to the popularization of splatting methods, which eschew the traditional ray-based rendering of radiance fields in favor of rasterization. This has yielded a significant improvement in rendering speeds due to the efficiency of rasterization algorithms and hardware, but has come at a cost: the approximations that make rasterization efficient also make implementation of light transport phenomena like reflection and refraction much more difficult. We propose a novel scene representation which avoids these approximations, but keeps the efficiency and reconstruction quality of splatting by leveraging a decades-old efficient volumetric mesh ray tracing algorithm which has been largely overlooked in recent computer vision research. The resulting model, which we name Radiant Foam, achieves rendering speed and quality comparable to Gaussian Splatting, without the constraints of rasterization. Unlike ray traced Gaussian models that use hardware ray tracing acceleration, our method requires no special hardware or APIs beyond the standard features of a programmable GPU.
