TetWeave: Isosurface Extraction using On-The-Fly Delaunay Tetrahedral Grids for Gradient-Based Mesh Optimization
Alexandre Binninger, Ruben Wiersma, Philipp Herholz, Olga Sorkine-Hornung
TL;DR
TetWeave presents a scalable, differentiable isosurface representation that jointly optimizes an unstructured tetrahedral grid and a directional signed distance, constructed on-the-fly from a point cloud via Delaunay triangulation. By introducing edge-aware directional SDFs encoded with spherical harmonics and extracting surfaces with Marching Tetrahedra, TetWeave achieves watertight, 2-manifold meshes with improved adaptivity and memory efficiency. The approach is reinforced by regularizers (ODT and triangle fairness) and a resampling-based adaptive meshing strategy, plus a multi-stage optimization pipeline that balances global structure with high-frequency details. Applications to multi-view reconstruction, mesh compression, and geometric texture generation demonstrate strong reconstruction quality, efficient memory usage, and robust performance across challenging shapes, highlighting TetWeave’s potential as a practical unstructured mesh representation for gradient-based optimization.
Abstract
We introduce TetWeave, a novel isosurface representation for gradient-based mesh optimization that jointly optimizes the placement of a tetrahedral grid used for Marching Tetrahedra and a novel directional signed distance at each point. TetWeave constructs tetrahedral grids on-the-fly via Delaunay triangulation, enabling increased flexibility compared to predefined grids. The extracted meshes are guaranteed to be watertight, two-manifold and intersection-free. The flexibility of TetWeave enables a resampling strategy that places new points where reconstruction error is high and allows to encourage mesh fairness without compromising on reconstruction error. This leads to high-quality, adaptive meshes that require minimal memory usage and few parameters to optimize. Consequently, TetWeave exhibits near-linear memory scaling relative to the vertex count of the output mesh - a substantial improvement over predefined grids. We demonstrate the applicability of TetWeave to a broad range of challenging tasks in computer graphics and vision, such as multi-view 3D reconstruction, mesh compression and geometric texture generation.
