Research map / 3D vision / NeRF and radiance fields
A General Implicit Framework for Fast NeRF Composition and Rendering
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Proposes a general implicit pipeline for fast NeRF composition and dynamic shadow casting using Neural Depth Fields (NeDF), an MLP that directly predicts ray-surface intersection distance so each pixel needs one NeRF query.
Problem
Real-time composition and rendering of multiple NeRF objects under arbitrary rigid transformations, including dynamic shadows, is slow with existing NeRF acceleration methods which are specialized, memory-heavy, or limited in camera motion.
Approach
Neural Depth Fields predict, for each ray in an object's local space, a tangency-relative distance mu via a multi-level (coarse/fine) classifier rather than regression, enabling direct ray-surface intersection; a deferred-shading pipeline then needs only one NeRF evaluation per pixel and shadow mapping uses the same NeDF.
Key results
- NeDF plugin saves 97.34% render time for Mip-NeRF, 96.66% for SNeRF and 90.29% for NeuS at 800x800 with outlier resampling (e.g., 0.417s vs 15.677s for Mip-NeRF).
- On the N-object dataset, the b3 scene renders in 0.240 s without shadows and 0.398 s with shadows (PSNR 25.78 without shadow resampling).
- Authors report over 30-40x speedup over vanilla NeRF and a 4.48 s render at 2000x800 versus over 130 s for vanilla NeRF, with real-time manipulation on RTX 4090 in their CUDA version.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add NeDF acceleration to Mip-NeRF | Mip-NeRF · Mip-NeRF rendering | time (s): 0.417/15.677 | Helped |
| Add NeDF acceleration to SNeRF | SNeRF · SNeRF rendering | time (s): 0.519/15.528 | Helped |
| Add NeDF acceleration to Neus | Neus · Neus rendering | time (s): 2.11/21.72 | Helped |
| Add outlier resampling (ablation) | NeDF+Mip-NeRF · Mip-NeRF rendering | time (s): 0.234/15.677 -> 0.417/15.677 | Hurt |
| Add outlier resampling (ablation) | NeDF+SNeRF · SNeRF rendering | time (s): 0.225/15.528 -> 0.519/15.528 | Hurt |
| Add outlier resampling (ablation) | NeDF+Neus · Neus rendering | time (s): 0.202/21.72 -> 2.11/21.72 | Hurt |
| Add outlier resampling (ablation) | NeDF composition · b3, b10, b20, b50, 100-ball and 1k-ball scenes | PSNR: 23.97 -> 25.78; 19.92 -> 23.32; 15.26 -> 20.02; 15.43 -> 18.67; 24.19 -> 26.54; 22.58 -> 25.26 | Helped |
| Add outlier resampling (ablation) | NeDF composition · b3, b10, b20, b50, 100-ball and 1k-ball scenes | time (s): 0.209 -> 0.240; 0.443 -> 0.658; 0.873 -> 1.678; 1.209 -> 1.881; 1.741 -> 1.887; 16.34 -> 16.63 | Hurt |
| Replace direct regression of μ with a multi-level classifier (ablation) | NeDF intersection network · Depth discontinuities during composition | depth estimation quality | Helped |
| Increase the number of residual blocks (ablation) | NeDF intersection network · NeDF quality and speed | quality | Helped |
| Increase the number of residual blocks (ablation) | NeDF intersection network · NeDF quality and speed | speed | Hurt |
Surprising findings
- Classification over depth bins outperforms direct regression of depth, which the authors attribute to depth discontinuities near edges causing floating artifacts.
- Outlier resampling improves quality at a small speed cost, and the 1k-ball scene achieves higher PSNR than smaller scenes due to simpler geometry.
Limitations
- Limited to solid opaque surface objects; cannot represent semi-transparent weight distributions.
- Shading uses only the primary ray-surface intersection color, with no global illumination.
- Final quality is degraded relative to naive NeRF rendering, with a single-sample color approximation for previewing.
Experimental setup
Datasets: Neus real-world object dataset NeRF synthetic dataset N-object dataset (Blender-created objects)
Benchmarks: N-object dataset (b3, b10, b20, b50, 100-ball, 1k-ball) NeRF synthetic
Metrics: PSNR time (s) saved time percentage
Baselines: Mip-NeRF SNeRF NeuS NSVF DONeRF CC-NeRF vanilla NeRF
Builds on: NeRF R2L shadow mapping
Closest papers by meaning
- Rad-NeRF: Ray-decoupled Training of Neural Radiance Field (NeurIPS 2024 · similarity 0.91)
- Ced-NeRF: A Compact and Efficient Method for Dynamic Neural Radiance Fields (AAAI 2024 · similarity 0.90)
- Aleth-NeRF: Illumination Adaptive NeRF with Concealing Field Assumption (AAAI 2024 · similarity 0.90)
- A Pre-convolved Representation for Plug-and-Play Neural Illumination Fields (AAAI 2024 · similarity 0.90)
- Inverse Rendering of Glossy Objects via the Neural Plenoptic Function and Radiance Fields (CVPR 2024 · similarity 0.89)
- NeRF On-the-go: Exploiting Uncertainty for Distractor-free NeRFs in the Wild (CVPR 2024 · similarity 0.89)
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