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site title: Baking Neural Radiance Fields for Real-Time View Synthesis

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baking neural radiance fields for real time view synthesis baking neural radiance fields for real time view synthesis iccv 2021 oral peter hedman pratul p srinivasan ben mildenhall jonathan t barron paul debevec google research paper video demos code abstract neural volumetric representations such as neural radiance fields nerf have emerged as a compelling technique for learning to represent 3d scenes from images with the goal of rendering photorealistic images of the scene from unobserved viewpoints however nerf s computational requirements are prohibitive for real time applications rendering views from a trained nerf requires querying a multilayer perceptron mlp hundreds of times per ray we present a method to train a nerf then precompute and store i e bake it as a novel representation called a sparse neural radiance grid snerg that enables real time rendering on commodity hardware to achieve this we introduce 1 a reformulation of nerf s architecture and 2 a sparse voxel grid representation with learned feature vectors the resulting scene representation retains nerf s ability to render fine geometric details and view dependent appearance is compact averaging less than 90 mb per scene and can be rendered in real time higher than 30 frames per second on a laptop gpu actual screen captures are shown in our video video real time interactive viewer demos synthetic rendered scenes lego chair drums hotdog ship mic ficus materials real captured scenes spheres vase on deck pine cone toy car sparse neural radiance grids snerg our method precomputes and stores bakes a nerf into a sparse neural radiance grid snerg data structure in order to render our snerg data structure in real time we use a sparse voxel grid to skip empty space along rays look up a diffuse color for each point sampled along a ray in occupied space and composite these along the ray look up a feature vector 4 dimensional for each point and composite these along the ray decode the composited features into a single specular color per pixel using a tiny 2 layers 16 channels mlp add the diffuse and specular color components to compute the final rgb color related links other uses of baking in computer graphics the original work on neural radiance fields concurrent work on real time rendering of nerfs fastnerf plenoctrees and kilonerf citation article hedman2021snerg title baking neural radiance fields for real time view synthesis author peter hedman and pratul p srinivasan and ben mildenhall and jonathan t barron and paul debevec journal iccv year 2021 acknowledgements we thank keunhong park and michael broxton for their generous help with debugging and ryan overbeck for last minute javascript help many thanks to john flynn dominik kaeser keunhong park ricardo martin brualla hugues hoppe janne kontkanen utkarsh sinha per karlsson and mark matthews for fruitful discussions brainstorming and testing out our viewer the website template was borrowed from michaël gharbi
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