Research map / 3D vision / NeRF and radiance fields
Depth-Guided Bundle Sampling for Efficient Generalizable Neural Radiance Field Reconstruction
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Proposes depth-guided bundle sampling that groups adjacent rays into cones sampled with inscribed spheres, with depth-adaptive sample counts, to speed up generalizable NeRF and 3D-GS rendering.
Problem
Rendering high-resolution novel views with generalizable NeRFs is computationally expensive because every ray is densely sampled, limiting real-time synthesis.
Approach
Group K×K adjacent rays into a bundle sampled jointly via sphere-based cones with mipmapped source-view features (joint bundle plus ray-specific encoding), and allocate samples per bundle adaptively from predicted depth range and confidence, grounded in plenoptic sampling theory.
Key results
- ENeRF+Ours (2x2) improves PSNR by 1.27 dB and FPS by 47% over ENeRF on DTU 3-view (28.86 vs 27.61 PSNR, 28.6 vs 19.5 FPS).
- ENeRF+Ours (4x4) reaches 43.6 FPS on DTU, over twice ENeRF's speed, with 28.21 PSNR.
- On cross-dataset evaluation, ENeRF+Ours (2x2) reaches 24.33 PSNR on Real Forward-facing and 26.49 on NeRF Synthetic (3-view).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use depth-guided bundle sampling with 2 × 2 bundles instead of ENeRF ray sampling | ENeRF · DTU test set, 3-view | PSNR: 27.61 -> 28.86 | Helped |
| Use depth-guided bundle sampling with 2 × 2 bundles instead of ENeRF ray sampling | ENeRF · DTU test set, 3-view | FPS: 19.5 -> 28.6 | Helped |
| Increase bundle size from 2 × 2 to 4 × 4 | ENeRF+Ours · DTU test set, 3-view | FPS: 28.6 -> 43.6 | Helped |
| Increase bundle size from 2 × 2 to 4 × 4 | ENeRF+Ours · DTU test set, 3-view | PSNR: 28.86 -> 28.21 | Hurt |
| Use pixel-aligned feature extraction rather than sphere-based sampling (ablation) | ENeRF+Ours · DTU test set, 3-view, 2 × 2 bundles | PSNR: 28.86 -> 27.66 | Hurt |
| Add depth-guided adaptive sampling rather than fixed sampling (ablation) | ENeRF+Ours · DTU test set, 3-view, 2 × 2 bundles | FPS: 17.0 -> 28.6 | Helped |
| Add ray-specific representation (ablation) | ENeRF+Ours · DTU test set, 3-view, 2 × 2 bundles | PSNR: 28.47 -> 28.86 | Helped |
| Add ray-specific representation (ablation) | ENeRF+Ours · DTU test set, 3-view, 4 × 4 bundles | PSNR: 26.74 -> 28.21 | Helped |
| Add joint bundle representation (ablation) | ENeRF+Ours · DTU test set, 3-view, 2 × 2 bundles | PSNR: 27.83 -> 28.86 | Helped |
| Apply depth-guided bundle sampling to MVSGaussian | MVSGaussian · DTU test set, 3-view | FPS: 21.5 -> 23.4 | Helped |
Surprising findings
- Ray-specific representation adds 0.39 dB at 2x2 bundles and 1.47 dB at 4x4, and substituting sphere-based sampling with pixel-aligned features drops PSNR by 1.2 dB.
Limitations
- MVSGaussian+Ours gains are limited due to fewer sampling points and dependence on post-processing layers.
- Larger bundles (4x4) lose some quality, and the joint bundle representation inherently lacks high-frequency detail.
Experimental setup
Datasets: DTU training set
Benchmarks: DTU Real Forward-facing NeRF Synthetic
Metrics: PSNR SSIM LPIPS FPS average samples per ray
Baselines: PixelNeRF IBRNet MVSNeRF ENeRF MatchNeRF GNT CG-NeRF MuRF ConvGLR MVSGaussian
Builds on: ENeRF MVSGaussian Mip-NeRF plenoptic sampling theory
Closest papers by meaning
- Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering (CVPR 2025 · similarity 0.86)
- HyRF: Hybrid Radiance Fields for Memory-efficient and High-quality Novel View Synthesis (NeurIPS 2025 · similarity 0.86)
- Learning Robust Generalizable Radiance Field with Visibility and Feature Augmented Point Representation (ICLR 2024 · similarity 0.86)
- HybridNeRF: Efficient Neural Rendering via Adaptive Volumetric Surfaces (CVPR 2024 · similarity 0.85)
- ProbeSDF: Light Field Probes For Neural Surface Reconstruction (CVPR 2025 · similarity 0.85)
- Gaussian Herding across Pens: An Optimal Transport Perspective on Global Gaussian Reduction for 3DGS (NeurIPS 2025 · similarity 0.85)
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