Geometry Distributions¶
Conference: ICCV 2025 arXiv: 2411.16076 Code: Not released Area: 3D Vision Keywords: Geometry representation, diffusion models, surface point distributions, neural compression, non-watertight meshes
TL;DR¶
This paper proposes Geometry Distributions (GeomDist), which models 3D geometry as a probability distribution over surface points and learns it via a diffusion model. Without assuming genus, connectivity, or boundary conditions, the method samples arbitrarily many surface points from Gaussian noise to represent geometry of arbitrary topology.
Background & Motivation¶
Existing 3D geometry representations each suffer from inherent limitations: - Meshes: Inconsistent data structures, ill-suited for learning - Voxels: Memory-intensive, demanding high resolution - Point clouds: Finite sampling, lacking connectivity information - SDFs: Unable to represent thin structures and non-watertight geometry
The core insight is that any surface can be approximated by a sufficiently large set of sampled points, and generative models can theoretically sample unlimited data from a distribution. Accordingly, geometry is modeled as a distribution \(\Phi_{\mathcal{M}}\) over surface points such that \(\mathbf{x} \sim \Phi_{\mathcal{M}} \Rightarrow \mathbf{x} \in \mathcal{M}\).
Method¶
Problem Formulation¶
Given a surface \(\mathcal{M} \subset \mathbb{R}^3\), the goal is to learn a mapping \(\mathcal{E}\) from a Gaussian distribution to the surface point distribution. This mapping is learned via a diffusion model \(D_\theta(\cdot, \cdot)\) satisfying the ODE:
Forward Sampling (Gaussian → Surface)¶
Starting from Gaussian noise \(\mathbf{x}_0 = T\mathbf{n}\), points are iteratively updated as:
The endpoint \(\mathbf{x}_N\) lies on the target surface. Sampling arbitrarily many Gaussian points allows the surface to be approximated to arbitrary precision.
Inverse Sampling (Surface → Gaussian)¶
Starting from a surface point, the trajectory is traversed in reverse to map back to noise space:
This establishes a bijective correspondence between surface points and noise space.
Training¶
A key design choice is re-sampling \(2^{25}\) surface points at each epoch. After 1000 epochs, the network has observed sufficiently many surface points to simulate infinite sampling:
Network Architecture¶
Inspired by EDM, the network employs magnitude-preserving layer designs, consisting of 6 blocks with \(C=512\) linear layers and a total of 5.53M parameters. Inputs and outputs are normalized to zero mean and unit variance.
Key Experimental Results¶
Comparison with SDF on Non-Watertight Objects¶
| Method | Parameters | Non-Watertight | Thin Structures |
|---|---|---|---|
| SDF (Instant-NGP) | 14M | ✗ | Poor |
| GeomDist | 5M | ✓ | Good |
GeomDist represents open and non-watertight geometry that SDF cannot handle, using fewer parameters.
Comparison with Vector Field Methods¶
| Method | Chamfer Distance (×10³) | Uniformity |
|---|---|---|
| Vector field | 4.886 | Non-uniform |
| GeomDist | 3.218 | Uniform |
GeomDist outperforms vector field methods in both uniformity and geometric fidelity.
Multi-Resolution Sampling¶
Sampling at varying resolutions from \(n=2^{15}\) to \(n=2^{19}\) on the Wukong mesh consistently yields accurate surface approximations, demonstrating continuous resolution adaptability.
Highlights & Insights¶
- Universal representation: No assumptions on genus, watertightness, or connectivity — a truly general geometric representation
- Infinite resolution: Theoretically unlimited point sampling, unconstrained by fixed sampling density
- Compactness: Complex geometry encoded in 5M parameters, far fewer than the 14M required by SDF
- Invertibility: Forward and inverse sampling share the same trajectory, establishing a bijection between surface points and noise space
- Broad applicability: Supports textured mesh representation, neural compression, dynamic modeling, and Gaussian splatting rendering
Limitations & Future Work¶
- Training is time-consuming (several hours), unsuitable for real-time applications
- Each object requires training a separate network
- Surface extraction relies on post-processing (e.g., Ball Pivoting for connectivity)
- Scalability to large-scale scenes has not been demonstrated
Related Work & Insights¶
- SDF/UDF: Coordinate-based neural representations
- Point-E, NeuralPoints: Point cloud generation
- EDM: Diffusion model framework
Rating¶
- Novelty: ⭐⭐⭐⭐⭐ (A fundamentally new perspective: geometry as distribution)
- Technical Depth: ⭐⭐⭐⭐⭐ (ODE framework + network design + training strategy)
- Experimental Thoroughness: ⭐⭐⭐⭐ (Multiple object categories + ablations + applications)
- Value: ⭐⭐⭐⭐ (General representation with broad potential)