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research article

Many-Worlds Inverse Rendering

Zhang, Ziyi  
•
Roussel, Nicolas  
•
Jakob, Wenzel  
September 12, 2025
ACM Transactions on Graphics

Discontinuous visibility changes remain a major bottleneck when optimizing surfaces within a physically based inverse renderer. Many previous works have proposed sophisticated algorithms and data structures to sample visibility silhouettes more efficiently. Our work presents another solution: instead of evolving a surface locally, we extend differentiation to hypothetical surface patches anywhere in 3D space. We refer to this as a “many-worlds” representation because it models a superposition of independent surface hypotheses that compete to explain the reference images. These hypotheses do not interact through shadowing or scattering, leading to a new transport law that distinguishes our method from prior work based on exponential random media. The complete elimination of visibility-related discontinuity handling bypasses the most complex and costly component of prior inverse rendering methods, while the extended derivative domain promotes rapid convergence. We demonstrate that the resulting Monte Carlo algorithm solves physically based inverse problems with both reduced per-iteration cost and fewer total iterations.

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Type
research article
DOI
10.1145/3767318
Author(s)
Zhang, Ziyi  

École Polytechnique Fédérale de Lausanne

Roussel, Nicolas  

École Polytechnique Fédérale de Lausanne

Jakob, Wenzel  

École Polytechnique Fédérale de Lausanne

Date Issued

2025-09-12

Publisher

Association for Computing Machinery (ACM)

Published in
ACM Transactions on Graphics
Article Number

3767318

Editorial or Peer reviewed

REVIEWED

Written at

EPFL

EPFL units
RGL  
Available on Infoscience
October 3, 2025
Use this identifier to reference this record
https://infoscience.epfl.ch/handle/20.500.14299/254620
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