Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries
Victor Rong, Jan Held, Victor Chu, Daniel Rebain, Marc Van Droogenbroeck, Kiriakos N. Kutulakos, Andrea Tagliasacchi, David B. Lindell

TL;DR
This paper introduces Nexels, a novel surfel-based representation for real-time view synthesis that significantly reduces memory and primitive count while maintaining high visual quality and rendering speed.
Contribution
Nexels decouples geometry and appearance using surfels and neural textures, achieving compactness and efficiency in novel view synthesis.
Findings
Matches perceptual quality of Gaussian splatting
Uses 9.7x fewer primitives on outdoor scenes
Renders twice as fast as existing methods
Abstract
Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes beyond point-based rendering and decouples geometry and appearance in order to achieve a compact representation. We use surfels for geometry and a combination of a global neural field and per-primitive colours for appearance. The neural field textures a fixed number of primitives for each pixel, ensuring that the added compute is low. Our representation matches the perceptual quality of 3D Gaussian splatting while using fewer primitives and less memory on outdoor scenes and using fewer primitives and less memory on indoor scenes. Our representation also renders twice as fast as existing textured primitives…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Generative Adversarial Networks and Image Synthesis · 3D Shape Modeling and Analysis
