Research map / 3D vision / NeRF and radiance fields
Video2Game: Real-time Interactive Realistic and Browser-Compatible Environment from a Single Video
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Converts a single real-world video into a browser-compatible, real-time interactive game environment via large-scale NeRF, NeRF-to-neural-textured-mesh baking, and rigid-body physics.
Problem
Building realistic, interactive virtual environments from real-world footage is costly; NeRFs render photorealistic views but are too slow for real-time games and lack physical interaction and game-engine compatibility.
Approach
Combines a large-scale depth/normal/semantic-regularized NeRF with a NeRF-baked neural-textured mesh (UV neural texture plus GLSL MLP shader), scene decomposition into actionable entities, and rigid-body physics in a WebGL engine.
Key results
- On KITTI-360 the mesh model reaches 23.35 PSNR versus 19.67 for MobileNeRF and 22.37 for BakedSDF, while the base NeRF reaches 27.62 PSNR versus 27.46 for Instant-NGP.
- Geometry outlier rate on KITTI-360 is 13.23% for the proposed NeRF versus 22.89% for Instant-NGP and 43.78% for BakedSDF.
- The browser-based game runs at 102 to 240 FPS across tested Mac, Intel and AMD platforms.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add regularization terms (ablation) | Video2Game NeRF · KITTI-360 | PSNR: 27.46 -> 27.52 | Helped |
| Add regularization terms (ablation) | Video2Game NeRF · KITTI-360 | SSIM: 0.853 -> 0.861 | Helped |
| Add regularization terms (ablation) | Video2Game NeRF · KITTI-360 | LPIPS: 0.165 -> 0.157 | Helped |
| Add monocular cues (ablation) | Video2Game NeRF · KITTI-360 | PSNR: 27.52 -> 27.62 | Helped |
| Add monocular cues (ablation) | Video2Game NeRF · KITTI-360 | SSIM: 0.861 -> 0.871 | Helped |
| Add monocular cues (ablation) | Video2Game NeRF · KITTI-360 | LPIPS: 0.157 -> 0.131 | Helped |
| Add regularization terms (ablation) | Video2Game mesh rasterization · KITTI-360 | PSNR: 22.54 -> 22.97 | Helped |
| Add regularization terms (ablation) | Video2Game mesh rasterization · KITTI-360 | SSIM: 0.716 -> 0.732 | Helped |
| Add regularization terms (ablation) | Video2Game mesh rasterization · KITTI-360 | LPIPS: 0.350 -> 0.303 | Helped |
| Add monocular cues (ablation) | Video2Game mesh rasterization · KITTI-360 | PSNR: 22.97 -> 23.35 | Helped |
| Add monocular cues (ablation) | Video2Game mesh rasterization · KITTI-360 | SSIM: 0.732 -> 0.765 | Helped |
| Add monocular cues (ablation) | Video2Game mesh rasterization · KITTI-360 | LPIPS: 0.303 -> 0.246 | Helped |
Surprising findings
- Baking NeRF into a mesh lowers rendering quality relative to volume rendering (KITTI-360 PSNR drops from 27.62 to 23.35).
Limitations
- Mesh baking reduces rendering quality compared with the underlying volume-rendered NeRF.
- Physics limited to rigid-body dynamics; physical parameters are set manually or estimated by LLMs.
- Grasping is simplified by automatically picking up objects near the gripper rather than simulating real grasps.
Experimental setup
Datasets: Gardenvase KITTI-360 VR-NeRF
Benchmarks: Gardenvase KITTI-360 VR-NeRF
Metrics: PSNR SSIM LPIPS RMSE MAE outlier rate FPS
Baselines: Instant-NGP Nerfacto 3D Gaussian Splatting MobileNeRF BakedSDF
Builds on: Instant-NGP MonoSDF BlockNeRF NeRF2Mesh MobileNeRF
Closest papers by meaning
- DRAWER: Digital Reconstruction and Articulation With Environment Realism (CVPR 2025 · similarity 0.88)
- VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video Streams (CVPR 2024 · similarity 0.87)
- The Matrix: Infinite-Horizon World Generation with Real-Time Moving Control (NeurIPS 2025 · similarity 0.86)
- HoloScene: Simulation‑Ready Interactive 3D Worlds from a Single Video (NeurIPS 2025 · similarity 0.85)
- LiveScene: Language Embedding Interactive Radiance Fields for Physical Scene Control and Rendering (NeurIPS 2024 · similarity 0.85)
- Diffusion Models Are Real-Time Game Engines (ICLR 2025 · similarity 0.85)
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