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Research map / 3D vision / NeRF and radiance fields

Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering

CVPR 2025 · 3D vision › NeRF and radiance fields · approach: Inverse rendering with neural fields · 16 citations (OpenAlex)

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Proposes SVRaster, a neural-free and Gaussian-free radiance field renderer that rasterizes adaptive multi-level sparse voxels, using direction-dependent Morton ordering to avoid popping artifacts.

Problem

Real-time high-fidelity novel-view synthesis and surface reconstruction with grid-based representations is slow due to ray casting, and naive voxel grids lack adaptive levels of detail; 3DGS suffers from popping artifacts and ill-defined volume density.

Approach

Allocate adaptive multi-level sparse voxels (Octree leaves stored in a flat array, each with trilinear corner densities and SH colors) and render them with a CUDA rasterizer that sorts voxels by ray-direction-dependent Morton order, giving correct depth order without popping.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use SVRaster instead of 3DGSMip-NeRF360 · Mip-NeRF360 (4 indoor, 5 outdoor scenes)LPIPS: 0.216 -> 0.185Helped
use SVRaster instead of 3DGSMip-NeRF360 · Mip-NeRF360 (4 indoor, 5 outdoor scenes)PSNR: 27.45 -> 27.33Hurt
use SVRaster instead of 3DGSMip-NeRF360 · Mip-NeRF360 (4 indoor, 5 outdoor scenes)FPS: 131 -> 121Hurt
use SVRaster instead of Zip-NeRFMip-NeRF360 · Mip-NeRF360 (4 indoor, 5 outdoor scenes)LPIPS: 0.187 -> 0.185Helped
use SVRaster instead of 3DGSTanks&Temples · Tanks&TemplesLPIPS: 0.176 -> 0.144Helped
use SVRaster instead of 3DGSTanks&Temples · Tanks&TemplesPSNR: 23.75 -> 23.04Hurt
use SVRaster instead of 3DGSTanks&Temples · Tanks&TemplesFPS: 180 -> 125Hurt
use SVRaster instead of 3DGSDeep Blending · Deep BlendingLPIPS: 0.244 -> 0.228Helped
use SVRaster instead of 3DGSDeep Blending · Deep BlendingFPS: 140 -> 366Helped
use adaptive voxel sizes instead of uniform 512³ voxels (ablation)SVRaster · Mip-NeRF360 bonsai and bicycleLPIPS: 0.326 -> 0.200Helped
use adaptive voxel sizes instead of uniform 512³ voxels (ablation)SVRaster · Mip-NeRF360 bonsai and bicyclePSNR: 25.37 -> 28.01Helped
use adaptive voxel sizes instead of uniform 512³ voxels (ablation)SVRaster · Mip-NeRF360 bonsai and bicycleFPS: 190 -> 171Hurt

Surprising findings

Limitations

Experimental setup

Datasets: Mip-NeRF360 Tanks&Temples Deep Blending DTU

Benchmarks: Mip-NeRF360 Tanks&Temples Deep Blending DTU

Metrics: PSNR SSIM LPIPS FPS F-score Chamfer distance training time

Baselines: 3DGS Zip-NeRF Plenoxels INGP Mip-NeRF360 NeuS Neuralangelo 2DGS SuGaR Voxurf

Builds on: 3D Gaussian Splatting Plenoxels 2DGS NeRF TSDF Fusion

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