IPPR 004
· 13 min read
3D Taxonomy
- Explicit representations store geometric structure directly.
- The geometry can be directly inspected as points, voxels, vertices, faces, or primitives.
- Implicit representations encode 3D structure indirectly.
- Geometry must be inferred, reconstructed, or queried from a function, field, or set of observations.
- Discrete representations consist of a finite set of elements or samples.
- Continuous representations define information over a continuous spatial domain.
- Explicit + Discrete
- Voxel grids divide 3D space into uniform volumetric cells.
- Octrees are hierarchical volumetric representations that adapt resolution to spatial complexity.
- Point clouds represent a scene as a set of 3D points.
- 3D Gaussian Splatting represents a scene as a finite set of Gaussian primitives.
- Meshes represent surfaces using vertices, edges, and faces.
- Implicit + Discrete
- Light fields and multi-view representations store sampled observations rather than explicit geometry.
- Implicit + Continuous
- Neural Radiance Fields represent a scene as a continuous function mapping coordinates and viewing directions to density and color.
- Holography represents 3D information through optical wave or phase fields.
Classic 3D Representations
Point Cloud
- The simplest form of a 3D model, a collection of 3D coordinates of each point plotted in 3D space.
- Color
- Reflectance
- Normals
- Semantics
- May be unstructured or be defined on a grid.
- Native output of sensors (LiDAR, MVS)
- Static Point Cloud: a single 3D frame without a temporal dimension.
- Dynamic Point Cloud: a sequence of point-cloud frames over time.
- Dynamic point clouds capture motion and temporal changes in 3D scenes.
- Instead of encoding every frame independently, changes between frames can be encoded.
- Pros: Flexible, Easy capture
- Cons: No topology, Hard to render well, Coding complexity
- Photogrammetry: science of making measurements from photographs
- it uses photos of an object taking a different locations
Vertices -> Edges -> Faces -> Polygons -> Surfaces- PCL: Point Cloud Library
Point 1 = (1.27, 3.14, 2.81), red
Point 2 = (1.31, 3.12, 2.79), red
Point 3 = ...
Voxels
Volumetric Pixel
- Divided scene into a regular 3D grid
- Instead of encoding the location of each point, encode if the position in the grid is occupied or not and the color at that point.
Voxel[0,0,0] = empty
Voxel[0,0,1] = occupied, red
Voxel[0,0,2] = occupied, blue
Voxel[0,0,3] = empty
- Pros:
- Regular grid makes processing easier
- No need to store explicit coordinates for every occupied voxel; its position is determined by the grid index.
- Cons:
- No explicit surface topology
- Hard to render
- Lots of wasted space if most voxels are empty.
Octrees
- Divide space coarsely into 8 blocks.
- If a block contains geometry and the desired resolution has not been reached, subdivide it into 8 sub-blocks.
- Record whether a block is subdivided and link it to its children.
- Continue subdividing until the desired resolution is reached or the block is empty.
- At the target resolution, occupied leaf nodes represent the geometry.
- Empty regions do not need to be subdivided further.
- Internal nodes are not empty; they represent regions that have been subdivided.
- Pros:
- Hierarchical, semi-regular grid structure makes spatial processing easier.
- No need to store explicit coordinates for every occupied element; its position is determined by the path through the tree.
- Less wasted space than a dense voxel grid.
- Adaptive resolution: empty or simple regions can remain coarse, while complex regions can be subdivided further.
- Cons:
- No explicit surface topology, unlike meshes.
- Rendering is less direct because the tree must be traversed to find occupied regions.
- Random access is more expensive than in a regular voxel grid because reaching an element requires tree traversal.
- Tree structure introduces additional memory and traversal overhead.
Meshes
- Represent surfaces using connected vertices, edges, and faces.
- Pros:
- Compact representation of surfaces.
- Hardware-friendly, especially for GPU rendering.
- Strong ecosystem and broad support in graphics software and hardware.
- Cons:
- Complex appearance may require additional textures, materials, or shaders.
- Sensitive to noise when reconstructed from captured 3D data.
- Requires explicit topology, which can be difficult to estimate from raw point clouds or scans.
Point Cloud
● ● ●
●
→ 점만 있음
Mesh
●────●
│ /│
│ / │
●────●
→ 어떤 점이 연결되어 surface를 만드는지 알고 있음
Limitations of Geometry Focused Representations
- Geometry does not fully determine appearance.
- Appearance also depends on lighting, material properties, and viewing direction.
- Transparency, refraction, reflections, and view-dependent effects are difficult to represent using geometry alone.
- Transparency: 유리처럼 뒤가 비쳐 보이는 현상
- Refraction: 빛이 유리나 물을 통과하면서 방향이 꺾이는 현상
- Reflection: 금속, 유리 등에 주변 환경이 반사되는 현상
- View-dependency: 보는 방향에 따라 appearance가 달라지는 현상
- Increasing demand for photorealistic rendering and novel-view synthesis exposes the limitations of geometry-only representations.
Light Fields and Multi-view Representations
- Parallax
- Apparent shift of objects caused by a change in viewpoint.
- Nearby objects show a larger image shift than distant objects.
- The amount of parallax provides information about depth.
- Multi-view Representations
- Capture the same scene from multiple viewpoints.
- Differences between views can be used to recover the 3D structure of the scene.
- Moving through the views creates a sense of 3D structure.
- Intermediate views can be generated using view interpolation.
- Light Fields
- Capture both the position and direction of incoming light.
- A microlens array separates light arriving from different directions.
- A light field can be reorganized into many slightly offset sub-aperture views.
- This is similar to capturing the scene from many nearby viewpoints.
- Key Idea
- Multi-view uses multiple viewpoints to capture parallax.
- Light fields capture spatial and angular light information more densely.
- Both can represent 3D structure without explicitly storing geometry.
- Pros
- Single-shot capture of multiple viewpoints or angular information (Light Field only).
- High visual fidelity, including view-dependent appearance.
- Supports computational re-focusing.
- Can be converted into other representations, such as depth maps, novel views, or 3D geometry.
- Cons
- High data volume because many views or light-ray samples must be stored.
- Light Field capture may require specialized camera hardware.
- Direct Light Field viewing may require specialized display hardware.
- Spatial or angular resolution can be limited because sensor resolution is shared across multiple views.
Light Field Re-focusing
- Light Field Capture
- Light field cameras capture light from multiple directions using a microlens array.
- A single capture contains many slightly different sub-aperture views.
- Re-focusing
- Objects at different depths show different amounts of parallax across the views.
- The views can be shifted so that objects at a selected depth align with each other.
- Aligned objects become sharp when the views are combined.
- Objects at other depths remain misaligned and appear blurred.
- Virtual Lens
- A virtual lens computationally reproduces the focusing behavior of a physical lens.
- This allows the focus position to be changed after the image has already been captured.
- Depth of Field
- Depth of field is the range of depths that appear sharp.
- Light field data can also be used to computationally change the depth of field after capture.
Holography
- Reflect light off an object and record its wavefront as an interference pattern using a reference beam.
- Recording
- A laser is split into an object beam and a reference beam.
- The object beam reflects off the object and carries the object's wavefront information.
- A sensor can measure light intensity, but cannot directly measure phase.
- The reference beam is combined with the object beam so their phase difference becomes a recordable interference pattern.
- Reconstruction
- A reconstruction beam is sent through the recorded interference pattern.
- The hologram reconstructs the original wavefront, making the object appear in 3D.
- Holography does not directly encode the object's geometry.
- It encodes the structure of light reflected from the object.
- Pros
- Physically accurate reconstruction of light rays.
- No explicit surface reconstruction required.
- Quick capture.
- Cons
- High data volume.
- Requires a stable coherent light source, usually a laser.
- Difficult to capture colour and large scenes.
- Holographic display hardware is expensive and complex.
- Software reconstruction and post-processing are complex.
- Application
- Digital Holographic Microscopy (DHM) can reconstruct 3D structures such as red blood cells.
Object
↓
Laser → Beam splitter ─────→ Object beam
│ ↓ 반사
│ ↓
└────────────→ Reference beam
↓
[ Recording plate ]
두 빛이 만남
↓
Interference pattern
Plenoptic Function
- Models the intensity of every light ray in space and time
- : Spatial position
- : Viewing direction
- : Wavelength (color)
- : time

- For human vision, wavelength information can be integrated into RGB channels:
- If only a static image is needed, time can be fixed.
- x, y, z specify the position of the light ray.
- specify its direction.
- The resulting function describes the RGB light traveling in a particular direction at a particular 3D position.
- This reduces the representation to a 5D spatial-directional function for each RGB channel.
- space 3D + direction 2D +
wavelength 1D(Compressed to RGB) +time 1D(Fixed)
- space 3D + direction 2D +

How Cameras Represent the Plenoptic Function
A camera image = integration of rays from the plenoptic function over all directions focused by a lens.
- A camera samples the scene at discrete sensor pixels.
- Multiple rays arriving at each pixel are integrated into a single pixel value.
- The lens and aperture control which range of rays reaches the pixel.
- Directional information is therefore mostly lost after the rays are integrated.
- Adjusting the lens can change the range of integrated rays, affecting focus and depth of field.
How Light Fields Represent the Plenoptic Function
A light field image = discrete sampling of rays from the plenoptic function over preset directions focused by a lens.
- A light field also samples the scene at discrete sensor positions.
- Instead of integrating different ray directions, it samples them separately.
- A microlens array separates incoming rays according to their directions.
- Different directions are recorded by different sensor pixels/subpixels.
- Camera arrays and lenslet arrays can collect similar multi-view/angular information.
- More angular sampling provides more directional information, but increases data volume and reduces available spatial resolution.
- Key difference
- Normal camera: multiple directions → integration → one pixel value.
- Light field: multiple directions → separate directional samples.

Radiance Fields
래디언스 필드
| Representation | Spatial information | Direction information | Result |
|---|---|---|---|
| Traditional camera | x, y | Integrated / collapsed | 2D image |
| Light field | x, y | θ, φ sampled separately | 4D image |
| Radiance field | x, y, z | θ, φ modelled continuously | 5D function |
- Traditional cameras
- Integrate multiple incoming ray directions into each pixel.
- Directional information is collapsed.
- Result: 2D image
- I(x, y)
- Light field imaging
- Samples incoming rays separately over multiple directions.
- Preserves angular information.
- Result: 4D light field
- Radiance field
- Describes light at each 3D position and viewing direction.
- → RGB
- Conceptually extends light-field modelling from a camera plane into 3D space.
- NeRF
- Learns the radiance field using a neural network.
- Input:
- Output:
- RGB
- density
- 3D Gaussian Splatting
- Uses explicit Gaussian primitives instead of an MLP.
- Adjusts position, scale, orientation, colour, opacity, etc. to represent the scene and its view-dependent appearance.
- Conceptual shift
- Geometry modelling → where the object is.
- Radiance field modelling → what light is seen from each 3D position and direction.

Modern 3D Representations
NeRFs
Neural Radiance Fields
- Light field at any point in space stored in neural network weights.
- Trained from posed images, produces photorealistic novel views.
- Each image has a known camera position and viewing direction.
- Rendering
- Cast a camera ray through each image pixel.
- Sample multiple 3D points along the ray.
- Query the NeRF at each point to obtain color and density.
- Empty points have low density and contribute little.
- High-density points contribute more and can occlude points behind them.
- Integrate the weighted colors along the ray to produce one 2D pixel.
- NeRF Studio


- Pros:
- High photorealism/fidelity
- Continuous scene representation
- View-dependent effects
- Data-efficient capture
- Unified geometry and appearance encoding
- Cons:
- High computational cost
- Slow training and rendering
- Poor scalability
- Entangled Geometry, appearance and rendering.
Gaussian Splatting
| Aspect | Point Clouds | 3D Gaussian Splatting (3DGS) |
|---|---|---|
| Spatial position | Yes | Yes |
| Color | RGB, if available | RGB |
| Opacity | None | Yes |
| Scale | None | Yes |
| Orientation | None | Yes |
| Color directionality | None | Yes; color can vary by viewing direction |
- Instead of building objects using polygons, it represents everything using millions of tiny soft 3D shapes called Gaussians.
- Represent scenes explicitly as a collection of Gaussian primitives, optimized directly for efficient and accurate rendering.
- Initialization steps:
- Initialize point clouds
- Find central point of 3D Gaussians.
- A covariance matrix containing shape information is calculated.
- Added opacity to each 3D Gaussians.
- First, it builds a rough point cloud from images
- Then, replaces those points with these Gaussian blobs
- It will optimize them until it match original photos as closely as possible.
- Pros:
- Realtime rendering at interactive frame rates.
- High-quality visual outputs with detailed textures.
- Efficient and compact representation compared to implicit methods.
- Cons:
- View-dependent quality degradation: rendering quality varies significantly across different viewing angles, causing inconsistency in visual outputs.
- Sensitivity to initialization: final rendering quality heavily depends on initial placement of Gaussians, impacting optimization stability.
- Inefficient Gaussian distribution: Fixed-scale Gaussians may fail to adapt effectively across scenes with varying geometric complexity.
| Aspect | NeRF | 3D Gaussian Splatting (3DGS) |
|---|---|---|
| Representation | Implicit MLP representation | Explicit set of Gaussian primitives |
| Rendering | Ray sampling and volume integration | Rasterization and splatting |
| Training | Optimize network weights | Directly optimize scene parameters |
| Sampling | Dense sampling along each ray | No dense per-ray sampling |
| Rendering speed | Slower | Fast / real-time rendering |
Applications of 3D Representations
- Immersive Interaction and Communication
- Real-world scene integration in extended reality environments
- Telepresence and virtual communication
- Telehealth experiences for remote consultations
- Digital cinematography and VFX
- Retail and virtual try-on
- Immersive storytelling for news and events
- Computer graphics and gaming
- Spatial Analysis and Operational Environments
- Simulation and navigation for autonomous systems
- AEC (Architecture, Engineering, and Construction)
- Industrial imaging
- GIS (Geographic Information Systems) Inspection and Mapping
- Scientific Visualization and Digital Heritage
- Cultural heritage digitization
- Medical imaging
- Scientific modeling
- Fluid simulation