Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra
Jonas Kulhanek, Torsten Sattler

TL;DR
Tetra-NeRF introduces an adaptive tetrahedral scene representation for neural radiance fields, leveraging Delaunay triangulation to improve detail and performance in novel view synthesis and 3D reconstruction.
Contribution
It proposes a novel tetrahedral-based scene representation for NeRFs, improving efficiency and detail over traditional voxel and point-based methods.
Findings
Achieves state-of-the-art results in view synthesis and 3D reconstruction.
Provides more scene detail near surfaces compared to voxel-based methods.
Outperforms point-based representations in accuracy and efficiency.
Abstract
Neural Radiance Fields (NeRFs) are a very recent and very popular approach for the problems of novel view synthesis and 3D reconstruction. A popular scene representation used by NeRFs is to combine a uniform, voxel-based subdivision of the scene with an MLP. Based on the observation that a (sparse) point cloud of the scene is often available, this paper proposes to use an adaptive representation based on tetrahedra obtained by Delaunay triangulation instead of uniform subdivision or point-based representations. We show that such a representation enables efficient training and leads to state-of-the-art results. Our approach elegantly combines concepts from 3D geometry processing, triangle-based rendering, and modern neural radiance fields. Compared to voxel-based representations, ours provides more detail around parts of the scene likely to be close to the surface. Compared to…
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Code & Models
Videos
Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra· youtube
Taxonomy
Topics3D Shape Modeling and Analysis · Advanced Vision and Imaging · Computer Graphics and Visualization Techniques
