Research map / 3D vision / NeRF and radiance fields
Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering
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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
- On Mip-NeRF360, Ours reaches 27.33 PSNR, 0.185 LPIPS and 121 FPS, versus 3DGS at 27.45 PSNR, 0.216 LPIPS and 131 FPS (re-evaluated).
- On Deep Blending, Ours reaches 29.84 PSNR and 366 FPS, versus 3DGS at 29.60 PSNR and 140 FPS.
- On Tanks&Temples mesh reconstruction, Ours achieves F-score 0.40 in 11 minutes, compared with 3DGS at 0.19 in 14 minutes.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use SVRaster instead of 3DGS | Mip-NeRF360 · Mip-NeRF360 (4 indoor, 5 outdoor scenes) | LPIPS: 0.216 -> 0.185 | Helped |
| use SVRaster instead of 3DGS | Mip-NeRF360 · Mip-NeRF360 (4 indoor, 5 outdoor scenes) | PSNR: 27.45 -> 27.33 | Hurt |
| use SVRaster instead of 3DGS | Mip-NeRF360 · Mip-NeRF360 (4 indoor, 5 outdoor scenes) | FPS: 131 -> 121 | Hurt |
| use SVRaster instead of Zip-NeRF | Mip-NeRF360 · Mip-NeRF360 (4 indoor, 5 outdoor scenes) | LPIPS: 0.187 -> 0.185 | Helped |
| use SVRaster instead of 3DGS | Tanks&Temples · Tanks&Temples | LPIPS: 0.176 -> 0.144 | Helped |
| use SVRaster instead of 3DGS | Tanks&Temples · Tanks&Temples | PSNR: 23.75 -> 23.04 | Hurt |
| use SVRaster instead of 3DGS | Tanks&Temples · Tanks&Temples | FPS: 180 -> 125 | Hurt |
| use SVRaster instead of 3DGS | Deep Blending · Deep Blending | LPIPS: 0.244 -> 0.228 | Helped |
| use SVRaster instead of 3DGS | Deep Blending · Deep Blending | FPS: 140 -> 366 | Helped |
| use adaptive voxel sizes instead of uniform 512³ voxels (ablation) | SVRaster · Mip-NeRF360 bonsai and bicycle | LPIPS: 0.326 -> 0.200 | Helped |
| use adaptive voxel sizes instead of uniform 512³ voxels (ablation) | SVRaster · Mip-NeRF360 bonsai and bicycle | PSNR: 25.37 -> 28.01 | Helped |
| use adaptive voxel sizes instead of uniform 512³ voxels (ablation) | SVRaster · Mip-NeRF360 bonsai and bicycle | FPS: 190 -> 171 | Hurt |
Surprising findings
- Uniform voxel grids at 512^3 resolution perform much worse than adaptive voxels at similar FPS, showing adaptive level allocation matters more than raw resolution.
- On Tanks&Temples the method has worse PSNR and FPS than 3DGS, attributed to exposure variation in training views causing floaters.
Limitations
- FPS varies significantly across scenes relative to 3DGS.
- Uses much more primitives than Gaussians, giving larger model size and higher GPU memory.
- Mesh extraction produces unnecessary geometric bumps for texture details.
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
Closest papers by meaning
- CVT-xRF: Contrastive In-Voxel Transformer for 3D Consistent Radiance Fields from Sparse Inputs (CVPR 2024 · similarity 0.90)
- Learning with Unreliability: Fast Few-shot Voxel Radiance Fields with Relative Geometric Consistency (CVPR 2024 · similarity 0.89)
- GeoSVR: Taming Sparse Voxels for Geometrically Accurate Surface Reconstruction (NeurIPS 2025 · similarity 0.89)
- Compact 3D Gaussian Representation for Radiance Field (CVPR 2024 · similarity 0.88)
- 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes (CVPR 2025 · similarity 0.88)
- HyRF: Hybrid Radiance Fields for Memory-efficient and High-quality Novel View Synthesis (NeurIPS 2025 · similarity 0.88)
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