Research map / 3D vision / NeRF and radiance fields
MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use polygon rasterization with textured features and a deferred neural shader instead of voxel ray marching | MobileNeRF vs SNeRG · Synthetic 360°, Desktop plugged in | FPS: 207.26 -> 744.91 | Helped |
| Use polygon rasterization with textured features and a deferred neural shader instead of voxel ray marching | MobileNeRF vs SNeRG · Synthetic 360° | GPU memory: 2707.25 -> 538.38 | Helped |
| Use MobileNeRF rather than the strongest listed baseline | NeRF rendering · Synthetic 360° | PSNR: 31.65 -> 30.90 | Hurt |
| Use MobileNeRF rather than the strongest listed baseline | NeRF rendering · Forward-facing | PSNR: 26.92 -> 25.91 | Hurt |
| Optimize mesh vertices rather than fix them on a regular grid (ablation) | MobileNeRF Stage 1 · Synthetic 360° | PSNR: 29.87 -> 32.13 | Helped |
| Include a view-dependent MLP (ablation) | MobileNeRF Stage 1 · Synthetic 360° | PSNR: 29.91 -> 32.13 | Helped |
| Use a smaller grid, P=64 instead of P=128 (ablation) | MobileNeRF Stage 1 · Synthetic 360° | PSNR: 32.13 -> 31.58 | Hurt |
| Remove the acceleration grid (ablation) | MobileNeRF Stage 1 · Synthetic 360° | PSNR: 32.13 -> 31.77 | Hurt |
| Fine-tune feature and shader weights after binarization (ablation) | MobileNeRF Stage 2 · Synthetic 360° | PSNR: 30.80 -> 31.01 | Helped |
| Co-train continuous and binary opacity losses rather than use only binary pseudo-gradients (ablation) | MobileNeRF Stage 2 · Synthetic 360° | PSNR: 29.70 -> 31.01 | Helped |
| Use pseudo-gradients through binary rendering rather than binary opacity loss (ablation) | MobileNeRF Stage 2 · Synthetic 360° | PSNR: 30.89 -> 31.01 | Helped |
| Increase texture size from K=17 to K=33 (ablation) | MobileNeRF Stage 3 · Synthetic 360° | PSNR: 30.90 -> 30.99 | Helped |
Closest papers by meaning
- Real-Time Neural Light Field on Mobile Devices (CVPR 2023 · similarity 0.91)
- VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video Streams (CVPR 2024 · similarity 0.89)
- A General Implicit Framework for Fast NeRF Composition and Rendering (AAAI 2024 · similarity 0.88)
- Ced-NeRF: A Compact and Efficient Method for Dynamic Neural Radiance Fields (AAAI 2024 · similarity 0.87)
- Rad-NeRF: Ray-decoupled Training of Neural Radiance Field (NeurIPS 2024 · similarity 0.87)
- Learning Robust Generalizable Radiance Field with Visibility and Feature Augmented Point Representation (ICLR 2024 · similarity 0.86)
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