Uniform Sampling of Surfaces by Casting Rays

📅 2025-06-05
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🤖 AI Summary
This work addresses the challenge of directly generating uniform surface samples from implicit representations (e.g., signed distance functions). We propose a general surface sampling method based on stochastic ray–surface intersections. First, we establish a rigorous theoretical connection between the distribution of ray intersection points and geometrically uniform surface sampling, guaranteeing uniformity in the sense of surface-area probability measure. Second, we extend the framework to support blue-noise sampling and stratified sampling, while enabling seamless integration with dynamically deforming neural implicit surfaces. Crucially, our method bypasses meshing entirely—ensuring efficiency, mesh-freeness, and differentiability. Experiments demonstrate substantial improvements over state-of-the-art techniques across diverse implicit representations, including neural SDFs and radiance fields. The approach has been successfully deployed in neural implicit deformation modeling and geometric moment estimation.

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📝 Abstract
Randomly sampling points on surfaces is an essential operation in geometry processing. This sampling is computationally straightforward on explicit meshes, but it is much more difficult on other shape representations, such as widely-used implicit surfaces. This work studies a simple and general scheme for sampling points on a surface, which is derived from a connection to the intersections of random rays with the surface. Concretely, given a subroutine to cast a ray against a surface and find all intersections, we can use that subroutine to uniformly sample white noise points on the surface. This approach is particularly effective in the context of implicit signed distance functions, where sphere marching allows us to efficiently cast rays and sample points, without needing to extract an intermediate mesh. We analyze the basic method to show that it guarantees uniformity, and find experimentally that it is significantly more efficient than alternative strategies on a variety of representations. Furthermore, we show extensions to blue noise sampling and stratified sampling, and applications to deform neural implicit surfaces as well as moment estimation.
Problem

Research questions and friction points this paper is trying to address.

Uniformly sample points on implicit surfaces efficiently
Use random ray intersections for surface sampling
Extend method to blue noise and stratified sampling
Innovation

Methods, ideas, or system contributions that make the work stand out.

Uniform sampling via random ray casting
Efficient sphere marching for implicit surfaces
Extensions to blue noise and stratified sampling
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