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arXiv:2611.03033 · v1

GPU-Native Real-Time Textured Mesh Reconstruction with Seam-Aware Multi-View Radiometric Correction

首次提交 2026-11-02 20:30
版本更新 2026-11-02 20:30
雷达观测 2026-11-04 23:42
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摘要

We present a GPU-native volumetric-video system for real-time reconstruction of graphics-compatible textured triangle meshes from multiple RGB-D sensors. Existing TSDF systems accelerate fusion and mesh extraction, but extending them to per-frame textured meshing adds CPU mesh processing, CPU-side texturing work, or extra CPU-GPU transfers between stages. After input staging, our method keeps the reconstruction and texturing stages (TSDF fusion, Marching Cubes, connected-component noise removal, view-based texture mapping, inpainting, and radiometric seam correction) resident on the GPU; no intermediate mesh or image data returns to the host between these stages. A fixed-size-array representation of mesh topology gives constant-time neighbor access on the GPU and makes the downstream mesh-level operations data-parallel. Because we texture each face from a single camera, exposure seams that vary smoothly across each image remain; we estimate a per-camera low-frequency gain field and bake it into the atlas on the GPU. On the CMU Panoptic dataset, our method is faster than the baselines at every tested voxel resolution and number of sensors, achieves peak speedups of more than an order of magnitude over CUDA-accelerated nvblox and CPU-based Open3D, and approaches an offline textured-meshing baseline in perceptual re-rendering quality.

作者备注:Accepted to WACV 2027. 20 pages including appendix

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v1 · 2026-11-02 20:30 · 最新观测版本

GPU-Native Real-Time Textured Mesh Reconstruction with Seam-Aware Multi-View Radiometric Correction

We present a GPU-native volumetric-video system for real-time reconstruction of graphics-compatible textured triangle meshes from multiple RGB-D sensors. Existing TSDF systems accelerate fusion and mesh extraction, but extending them to per-frame textured meshing adds CPU mesh processing, CPU-side texturing work, or extra CPU-GPU transfers between stages. After input staging, our method keeps the reconstruction and texturing stages (TSDF fusion, Marching Cubes, connected-component noise removal, view-based texture mapping, inpainting, and radiometric seam correction) resident on the GPU; no intermediate mesh or image data returns to the host between these stages. A fixed-size-array representation of mesh topology gives constant-time neighbor access on the GPU and makes the downstream mesh-level operations data-parallel. Because we texture each face from a single camera, exposure seams that vary smoothly across each image remain; we estimate a per-camera low-frequency gain field and bake it into the atlas on the GPU. On the CMU Panoptic dataset, our method is faster than the baselines at every tested voxel resolution and number of sensors, achieves peak speedups of more than an order of magnitude over CUDA-accelerated nvblox and CPU-based Open3D, and approaches an offline textured-meshing baseline in perceptual re-rendering quality.

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