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MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures

CVPR 2023 · 3D vision › NeRF and radiance fields · approach: Few-shot neural rendering architectures · 304 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use polygon rasterization with textured features and a deferred neural shader instead of voxel ray marchingMobileNeRF vs SNeRG · Synthetic 360°, Desktop plugged inFPS: 207.26 -> 744.91Helped
Use polygon rasterization with textured features and a deferred neural shader instead of voxel ray marchingMobileNeRF vs SNeRG · Synthetic 360°GPU memory: 2707.25 -> 538.38Helped
Use MobileNeRF rather than the strongest listed baselineNeRF rendering · Synthetic 360°PSNR: 31.65 -> 30.90Hurt
Use MobileNeRF rather than the strongest listed baselineNeRF rendering · Forward-facingPSNR: 26.92 -> 25.91Hurt
Optimize mesh vertices rather than fix them on a regular grid (ablation)MobileNeRF Stage 1 · Synthetic 360°PSNR: 29.87 -> 32.13Helped
Include a view-dependent MLP (ablation)MobileNeRF Stage 1 · Synthetic 360°PSNR: 29.91 -> 32.13Helped
Use a smaller grid, P=64 instead of P=128 (ablation)MobileNeRF Stage 1 · Synthetic 360°PSNR: 32.13 -> 31.58Hurt
Remove the acceleration grid (ablation)MobileNeRF Stage 1 · Synthetic 360°PSNR: 32.13 -> 31.77Hurt
Fine-tune feature and shader weights after binarization (ablation)MobileNeRF Stage 2 · Synthetic 360°PSNR: 30.80 -> 31.01Helped
Co-train continuous and binary opacity losses rather than use only binary pseudo-gradients (ablation)MobileNeRF Stage 2 · Synthetic 360°PSNR: 29.70 -> 31.01Helped
Use pseudo-gradients through binary rendering rather than binary opacity loss (ablation)MobileNeRF Stage 2 · Synthetic 360°PSNR: 30.89 -> 31.01Helped
Increase texture size from K=17 to K=33 (ablation)MobileNeRF Stage 3 · Synthetic 360°PSNR: 30.90 -> 30.99Helped

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