Goto

Collaborating Authors

 real-time rendering



UE4-NeRF: Neural Radiance Field for Real-Time Rendering of Large-Scale Scene Jiaming Gu

Neural Information Processing Systems

Neural Radiance Field (NeRF) is an implicit 3D reconstruction method that has shown immense potential and has gained significant attention for its ability to reconstruct 3D scenes solely from a set of photographs.


UE4-NeRF:Neural Radiance Field for Real-Time Rendering of Large-Scale Scene

Neural Information Processing Systems

Neural Radiance Fields (NeRF) is a novel implicit 3D reconstruction method that shows immense potential and has been gaining increasing attention. It enables the reconstruction of 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, still has significant limitations. To address these challenges, in this paper, we propose a novel neural rendering system called UE4-NeRF, specifically designed for real-time rendering of large-scale scenes.


WonderZoom: Multi-Scale 3D World Generation

Cao, Jin, Yu, Hong-Xing, Wu, Jiajun

arXiv.org Artificial Intelligence

We present WonderZoom, a novel approach to generating 3D scenes with contents across multiple spatial scales from a single image. Existing 3D world generation models remain limited to single-scale synthesis and cannot produce coherent scene contents at varying granularities. The fundamental challenge is the lack of a scale-aware 3D representation capable of generating and rendering content with largely different spatial sizes. WonderZoom addresses this through two key innovations: (1) scale-adaptive Gaussian surfels for generating and real-time rendering of multi-scale 3D scenes, and (2) a progressive detail synthesizer that iteratively generates finer-scale 3D contents. Our approach enables users to "zoom into" a 3D region and auto-regressively synthesize previously non-existent fine details from landscapes to microscopic features. Experiments demonstrate that WonderZoom significantly outperforms state-of-the-art video and 3D models in both quality and alignment, enabling multi-scale 3D world creation from a single image. We show video results and an interactive viewer of generated multi-scale 3D worlds in https://wonderzoom.github.io/


Supplementary Material

Neural Information Processing Systems

Figure 1: Five large-scale scenes rendered in real-time using UE4-NeRF . Each scene can be rendered in real-time using UE4-NeRF. In Figure 2, we have provided additional qualitative comparisons with MVS. MVS utilizes sparse reconstruction to extract feature points, which are then expanded based on morphological and color differences to generate a dense point cloud. This dense point cloud is further used for surface reconstruction, resulting in triangulated meshes.


UE4-NeRF: Neural Radiance Field for Real-Time Rendering of Large-Scale Scene Jiaming Gu

Neural Information Processing Systems

Neural Radiance Field (NeRF) is an implicit 3D reconstruction method that has shown immense potential and has gained significant attention for its ability to reconstruct 3D scenes solely from a set of photographs.


SaLF: Sparse Local Fields for Multi-Sensor Rendering in Real-Time

Chen, Yun, Haines, Matthew, Wang, Jingkang, Baron-Lis, Krzysztof, Manivasagam, Sivabalan, Yang, Ze, Urtasun, Raquel

arXiv.org Artificial Intelligence

High-fidelity sensor simulation of light-based sensors such as cameras and LiDARs is critical for safe and accurate autonomy testing. Neural radiance field (NeRF)-based methods that reconstruct sensor observations via ray-casting of implicit representations have demonstrated accurate simulation of driving scenes, but are slow to train and render, hampering scale. 3D Gaussian Splatting (3DGS) has demonstrated faster training and rendering times through rasterization, but is primarily restricted to pinhole camera sensors, preventing usage for realistic multi-sensor autonomy evaluation. Moreover, both NeRF and 3DGS couple the representation with the rendering procedure (implicit networks for ray-based evaluation, particles for rasterization), preventing interoperability, which is key for general usage. In this work, we present Sparse Local Fields (SaLF), a novel volumetric representation that supports rasterization and raytracing. SaLF represents volumes as a sparse set of 3D voxel primitives, where each voxel is a local implicit field. SaLF has fast training (<30 min) and rendering capabilities (50+ FPS for camera and 600+ FPS LiDAR), has adaptive pruning and densification to easily handle large scenes, and can support non-pinhole cameras and spinning LiDARs. We demonstrate that SaLF has similar realism as existing self-driving sensor simulation methods while improving efficiency and enhancing capabilities, enabling more scalable simulation. https://waabi.ai/salf/


ReFrame: Layer Caching for Accelerated Inference in Real-Time Rendering

Liu, Lufei, Aamodt, Tor M.

arXiv.org Artificial Intelligence

Graphics rendering applications increasingly leverage neural networks in tasks such as denoising, supersampling, and frame extrapolation to improve image quality while maintaining frame rates. The temporal coherence inherent in these tasks presents an opportunity to reuse intermediate results from previous frames and avoid redundant computations. Recent work has shown that caching intermediate features to be reused in subsequent inferences is an effective method to reduce latency in diffusion models. We extend this idea to real-time rendering and present ReFrame, which explores different caching policies to optimize trade-offs between quality and performance in rendering workloads. ReFrame can be applied to a variety of encoder-decoder style networks commonly found in rendering pipelines. Experimental results show that we achieve 1.4x speedup on average with negligible quality loss in three real-time rendering tasks. Code available: https://ubc-aamodt-group.github.io/reframe-layer-caching/


FPGS: Feed-Forward Semantic-aware Photorealistic Style Transfer of Large-Scale Gaussian Splatting

Kim, GeonU, Youwang, Kim, Hyoseok, Lee, Oh, Tae-Hyun

arXiv.org Artificial Intelligence

We present FPGS, a feed-forward photorealistic style transfer method of large-scale radiance fields represented by Gaussian Splatting. FPGS, stylizes large-scale 3D scenes with arbitrary, multiple style reference images without additional optimization while preserving multi-view consistency and real-time rendering speed of 3D Gaussians. Prior arts required tedious per-style optimization or time-consuming per-scene training stage and were limited to small-scale 3D scenes. FPGS efficiently stylizes large-scale 3D scenes by introducing a style-decomposed 3D feature field, which inherits AdaIN's feed-forward stylization machinery, supporting arbitrary style reference images. Furthermore, FPGS supports multi-reference stylization with the semantic correspondence matching and local AdaIN, which adds diverse user control for 3D scene styles. FPGS also preserves multi-view consistency by applying semantic matching and style transfer processes directly onto queried features in 3D space. In experiments, we demonstrate that FPGS achieves favorable photorealistic quality scene stylization for large-scale static and dynamic 3D scenes with diverse reference images. Project page: https://kim-geonu.github.io/FPGS/


UE4-NeRF:Neural Radiance Field for Real-Time Rendering of Large-Scale Scene

Neural Information Processing Systems

Neural Radiance Fields (NeRF) is a novel implicit 3D reconstruction method that shows immense potential and has been gaining increasing attention. It enables the reconstruction of 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, still has significant limitations. To address these challenges, in this paper, we propose a novel neural rendering system called UE4-NeRF, specifically designed for real-time rendering of large-scale scenes. In order to represent the partitioned independent scene, we initialize polygonal meshes by constructing multiple regular octahedra within the scene and the vertices of the polygonal faces are continuously optimized during the training process.