Research-Stack/shared-data/papers/2026-05/2511.21459.json
Brandon Schneider 40d8ed3d54 papers: 10 relevant math papers from May 2026
1. Singer Sidon Sets in Lean 4 (2605.03274) — 7541 lines, zero sorry
2. AutoformBot: 45K Lean declarations from 26 textbooks (2605.29955)
3. Rust-to-Lean verification pipeline (2605.30106)
4. Hexagonal lattice + RG + fractal dimension (2605.09974)
5. Burgers + Hopf-Cole unified transform (2605.11788)
6. Self-orthogonal Reed-Solomon → quantum ECC (2605.23460)
7. Hash-based GPU 3D reconstruction (2511.21459)
8. Conjugacy classes of positive 3-braids (2604.16876)
9. Navier-Stokes non-uniqueness (2605.29934)
10. Continuum limit of causal fermion systems (2605.30199)

Most relevant to Research Stack:
- #1: Direct Sidon set infrastructure for Lean
- #4: RG + fractal dimension exact results
- #5: Hopf-Cole Burgers (confirms our approach)
- #6: RS codes → quantum ECC (VCN pipeline connection)
2026-05-30 18:05:42 -05:00

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{
"arxiv_id": "2511.21459",
"title": "Hash-based GPU 3D Reconstruction",
"authors": [
"Lorenzo De Rebotti",
"Emanuele Giacomini",
"Giorgio Grisetti",
"Luca Di Giammarino"
],
"abstract": "Abstract:Efficient and scalable 3D surface reconstruction from range data remains a core challenge in computer graphics and vision, particularly in real-time and resource-constrained scenarios. Traditional volumetric methods based on fixed-resolution voxel grids or hierarchical structures like octrees often suffer from memory inefficiency, computational overhead, and a lack of GPU support. We propose a novel variance-adaptive, multi-resolution voxel grid that dynamically adjusts voxel size based on the local variance of signed distance field (SDF) observations. Unlike prior multi-resolution approaches that rely on recursive octree structures, our method leverages a flat spatial hash table to store all voxel blocks, supporting constant-time access and full GPU parallelism. This design enables high memory efficiency and real-time scalability. We further demonstrate how our representation supports GPU-accelerated rendering through a parallel quad-tree structure for Gaussian Splatting, enabling effective control over splat density. Our open-source CUDA/C++ implementation achieves up to 13x speedup and 4x lower memory usage compared to fixed-resolution baselines, while maintaining on par results in terms of reconstruction accuracy, offering a practical and extensible solution for high-performance 3D reconstruction.",
"url": "https://arxiv.org/abs/2511.21459",
"pdf_path": "/home/allaun/Research Stack/shared-data/papers/2026-05/2511.21459.pdf"
}