TL;DR
This paper introduces SNeRG, a novel sparse voxel grid representation that allows for real-time rendering of neural radiance fields by precomputing and storing scene information, enabling photorealistic view synthesis on standard hardware.
Contribution
The authors propose a new method to 'bake' NeRFs into a sparse voxel grid, significantly improving rendering speed while maintaining detail and view-dependent effects.
Findings
Real-time rendering at over 30 fps on a laptop GPU
Scene size reduced to less than 90 MB
Retains fine geometric and appearance details
Abstract
Neural volumetric representations such as Neural Radiance Fields (NeRF) have emerged as a compelling technique for learning to represent 3D scenes from images with the goal of rendering photorealistic images of the scene from unobserved viewpoints. However, NeRF's computational requirements are prohibitive for real-time applications: rendering views from a trained NeRF requires querying a multilayer perceptron (MLP) hundreds of times per ray. We present a method to train a NeRF, then precompute and store (i.e. "bake") it as a novel representation called a Sparse Neural Radiance Grid (SNeRG) that enables real-time rendering on commodity hardware. To achieve this, we introduce 1) a reformulation of NeRF's architecture, and 2) a sparse voxel grid representation with learned feature vectors. The resulting scene representation retains NeRF's ability to render fine geometric details and…
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