3D Representations Compared for Vision
Every 3D method picks one shape for geometry, and that shape decides memory, compute, and what details survive.
Why Does This Exist?
A photo is a grid, but 3D has no single grid. Point cloud processing handles points, meshes serve graphics, voxels serve convolutions, and fields serve learning. Beginners pick the representation their library defaults to and then fight memory or missing detail. This umbrella page compares the family so each component page can teach its mechanism.
Children in this wave: voxels, meshes, point clouds, signed distance functions, occupancy fields, implicit surfaces, depth maps, and multi-plane images.
Think of It Like This
Maps of the same city in different drawers
A city can be a Lego brick model, a street-centerline map, a dot for every resident, or a function that answers distance to the nearest wall. Each answers some questions fast and others badly. You would not navigate alleys with Lego bricks.
Representations are map drawers. Memory, compute, and fidelity are the labels on each drawer. The analogy stops at continuity: only fields answer at any real coordinate.
How It Actually Works
Write the trade as three numbers per shape. Memory is bytes stored. Compute is cost per query or convolution. Fidelity is smallest detail kept.
Worked example
Take a m room at m detail. Voxels need cells; at 1 byte that is MB mostly empty. Points need MB and keep exact positions but no surface. A mesh of triangles needs MB plus connectivity and renders fast. A field MLP of weights needs about MB and answers any point but costs a network pass per query. Pick voxels for 3D CNNs, points for LiDAR, meshes for rendering, fields for reconstruction.
Watch Out For
Converting representations to dodge the trade
Voxelize points, mesh the voxels, then render the mesh, and each step quantizes m further. The symptom is detail that no single step explains losing. Stay in one representation end to end where possible.
Judging fidelity by parameter count
A MB field can beat an MB voxel grid on smooth shapes because continuity matters more than bytes. Compare rendered error at the target detail, not file size.
The Quick Version
- Voxels suit convolutions but explode cubically with finer detail.
- Points suit sensors but carry no surface or inside-outside answer.
- Meshes suit rendering but hate topology change and learning.
- Fields suit learning and any-resolution queries but cost compute per sample.
- Depth maps and multi-plane images suit cameras but store one viewpoint only.