Daniel Rebain

CV
h-index45
26papers
1,174citations
Novelty53%
AI Score60

26 Papers

CVMar 7, 2022Code
Kubric: A scalable dataset generator

Klaus Greff, Francois Belletti, Lucas Beyer et al. · deepmind, mila

Data is the driving force of machine learning, with the amount and quality of training data often being more important for the performance of a system than architecture and training details. But collecting, processing and annotating real data at scale is difficult, expensive, and frequently raises additional privacy, fairness and legal concerns. Synthetic data is a powerful tool with the potential to address these shortcomings: 1) it is cheap 2) supports rich ground-truth annotations 3) offers full control over data and 4) can circumvent or mitigate problems regarding bias, privacy and licensing. Unfortunately, software tools for effective data generation are less mature than those for architecture design and training, which leads to fragmented generation efforts. To address these problems we introduce Kubric, an open-source Python framework that interfaces with PyBullet and Blender to generate photo-realistic scenes, with rich annotations, and seamlessly scales to large jobs distributed over thousands of machines, and generating TBs of data. We demonstrate the effectiveness of Kubric by presenting a series of 13 different generated datasets for tasks ranging from studying 3D NeRF models to optical flow estimation. We release Kubric, the used assets, all of the generation code, as well as the rendered datasets for reuse and modification.

ROMay 27Code
ROOM: A Physics-Based Continuum Robot Simulator for Photorealistic Medical Datasets Generation

Salvatore Esposito, Matías Mattamala, Daniel Rebain et al.

Continuum robots are advancing bronchoscopy procedures by accessing complex lung airways and enabling targeted interventions. However, their development is limited by the lack of realistic training and test environments: Real data is difficult to collect due to ethical constraints and patient safety concerns, and developing autonomy algorithms requires realistic imaging and physical feedback. We present ROOM (Realistic Optical Observation in Medicine), a comprehensive simulation framework designed for generating photorealistic bronchoscopy training data. By leveraging patient CT scans, our pipeline renders multi-modal sensor data including RGB images with realistic noise and light specularities, metric depth maps, surface normals, optical flow and point clouds at medically relevant scales. We validate the data generated by ROOM in two canonical tasks for medical robotics: multi-view pose estimation and monocular depth estimation, demonstrating diverse challenges that state-of-the-art methods must overcome to transfer to these medical settings. Furthermore, we show that the data produced by ROOM can be used to fine-tune existing depth estimation models to overcome these challenges, also enabling other downstream applications such as navigation. We expect that ROOM will enable large-scale data generation across diverse patient anatomies and procedural scenarios that are challenging to capture in clinical settings. Code and data: https://github.com/iamsalvatore/room.

CVSep 21, 2022
Attention Beats Concatenation for Conditioning Neural Fields

Daniel Rebain, Mark J. Matthews, Kwang Moo Yi et al. · deepmind

Neural fields model signals by mapping coordinate inputs to sampled values. They are becoming an increasingly important backbone architecture across many fields from vision and graphics to biology and astronomy. In this paper, we explore the differences between common conditioning mechanisms within these networks, an essential ingredient in shifting neural fields from memorization of signals to generalization, where the set of signals lying on a manifold is modelled jointly. In particular, we are interested in the scaling behaviour of these mechanisms to increasingly high-dimensional conditioning variables. As we show in our experiments, high-dimensional conditioning is key to modelling complex data distributions, thus it is important to determine what architecture choices best enable this when working on such problems. To this end, we run experiments modelling 2D, 3D, and 4D signals with neural fields, employing concatenation, hyper-network, and attention-based conditioning strategies -- a necessary but laborious effort that has not been performed in the literature. We find that attention-based conditioning outperforms other approaches in a variety of settings.

CVNov 3, 2022
nerf2nerf: Pairwise Registration of Neural Radiance Fields

Lily Goli, Daniel Rebain, Sara Sabour et al. · gatech, nvidia

We introduce a technique for pairwise registration of neural fields that extends classical optimization-based local registration (i.e. ICP) to operate on Neural Radiance Fields (NeRF) -- neural 3D scene representations trained from collections of calibrated images. NeRF does not decompose illumination and color, so to make registration invariant to illumination, we introduce the concept of a ''surface field'' -- a field distilled from a pre-trained NeRF model that measures the likelihood of a point being on the surface of an object. We then cast nerf2nerf registration as a robust optimization that iteratively seeks a rigid transformation that aligns the surface fields of the two scenes. We evaluate the effectiveness of our technique by introducing a dataset of pre-trained NeRF scenes -- our synthetic scenes enable quantitative evaluations and comparisons to classical registration techniques, while our real scenes demonstrate the validity of our technique in real-world scenarios. Additional results available at: https://nerf2nerf.github.io

CVSep 9, 2024Code
LSE-NeRF: Learning Sensor Modeling Errors for Deblured Neural Radiance Fields with RGB-Event Stereo

Wei Zhi Tang, Daniel Rebain, Kostantinos G. Derpanis et al.

We present a method for reconstructing a clear Neural Radiance Field (NeRF) even with fast camera motions. To address blur artifacts, we leverage both (blurry) RGB images and event camera data captured in a binocular configuration. Importantly, when reconstructing our clear NeRF, we consider the camera modeling imperfections that arise from the simple pinhole camera model as learned embeddings for each camera measurement, and further learn a mapper that connects event camera measurements with RGB data. As no previous dataset exists for our binocular setting, we introduce an event camera dataset with captures from a 3D-printed stereo configuration between RGB and event cameras. Empirically, we evaluate our introduced dataset and EVIMOv2 and show that our method leads to improved reconstructions. Our code and dataset are available at https://github.com/ubc-vision/LSENeRF.

CVJul 20, 2022
NeuralBF: Neural Bilateral Filtering for Top-down Instance Segmentation on Point Clouds

Weiwei Sun, Daniel Rebain, Renjie Liao et al.

We introduce a method for instance proposal generation for 3D point clouds. Existing techniques typically directly regress proposals in a single feed-forward step, leading to inaccurate estimation. We show that this serves as a critical bottleneck, and propose a method based on iterative bilateral filtering with learned kernels. Following the spirit of bilateral filtering, we consider both the deep feature embeddings of each point, as well as their locations in the 3D space. We show via synthetic experiments that our method brings drastic improvements when generating instance proposals for a given point of interest. We further validate our method on the challenging ScanNet benchmark, achieving the best instance segmentation performance amongst the sub-category of top-down methods.

CVNov 29, 2023
Accelerating Neural Field Training via Soft Mining

Shakiba Kheradmand, Daniel Rebain, Gopal Sharma et al.

We present an approach to accelerate Neural Field training by efficiently selecting sampling locations. While Neural Fields have recently become popular, it is often trained by uniformly sampling the training domain, or through handcrafted heuristics. We show that improved convergence and final training quality can be achieved by a soft mining technique based on importance sampling: rather than either considering or ignoring a pixel completely, we weigh the corresponding loss by a scalar. To implement our idea we use Langevin Monte-Carlo sampling. We show that by doing so, regions with higher error are being selected more frequently, leading to more than 2x improvement in convergence speed. The code and related resources for this study are publicly available at https://ubc-vision.github.io/nf-soft-mining/.

GRApr 27
Power Foam: Unifying Real-Time Differentiable Ray Tracing and Rasterization

Shrisudhan Govindarajan, Daniel Rebain, Dor Verbin et al.

We introduce a differentiable 3D representation that unifies the ray tracing capabilities of foam-based ray tracing with the efficiency of modern rasterization pipelines. While prior foam representations enable constant-time ray traversal through an explicit volumetric partition of space, their potentially unbounded cells hinder efficient tile-based rasterization. We address this limitation by generalizing Voronoi foams to bounded power diagrams with controllable cell extents, enabling spatially bounded primitives without requiring expensive Delaunay triangulations during training. We further introduce an oriented surface formulation that explicitly models interfaces between interior and exterior regions, and decouple geometry from appearance by embedding differentiable texture directly on these surfaces. Together, these contributions yield a representation that preserves state-of-the-art ray tracing efficiency while achieving rasterization performance competitive with current generation 3DGS, providing a practical path toward unified real-time differentiable rendering.

CVSep 9, 2024
Lagrangian Hashing for Compressed Neural Field Representations

Shrisudhan Govindarajan, Zeno Sambugaro, Akhmedkhan et al.

We present Lagrangian Hashing, a representation for neural fields combining the characteristics of fast training NeRF methods that rely on Eulerian grids (i.e.~InstantNGP), with those that employ points equipped with features as a way to represent information (e.g. 3D Gaussian Splatting or PointNeRF). We achieve this by incorporating a point-based representation into the high-resolution layers of the hierarchical hash tables of an InstantNGP representation. As our points are equipped with a field of influence, our representation can be interpreted as a mixture of Gaussians stored within the hash table. We propose a loss that encourages the movement of our Gaussians towards regions that require more representation budget to be sufficiently well represented. Our main finding is that our representation allows the reconstruction of signals using a more compact representation without compromising quality.

CVDec 7, 2025
MeshSplatting: Differentiable Rendering with Opaque Meshes

Jan Held, Sanghyun Son, Renaud Vandeghen et al.

Primitive-based splatting methods like 3D Gaussian Splatting have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present MeshSplatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering. By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, MeshSplatting creates end-to-end smooth, visually high-quality meshes that render efficiently in real-time 3D engines. On Mip-NeRF360, it boosts PSNR by +0.69 dB over the current state-of-the-art MiLo for mesh-based novel view synthesis, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction. The project page is available at https://meshsplatting.github.io/.

CVMar 23
FullCircle: Effortless 3D Reconstruction from Casual 360$^\circ$ Captures

Yalda Foroutan, Ipek Oztas, Daniel Rebain et al.

Radiance fields have emerged as powerful tools for 3D scene reconstruction. However, casual capture remains challenging due to the narrow field of view of perspective cameras, which limits viewpoint coverage and feature correspondences necessary for reliable camera calibration and reconstruction. While commercially available 360$^\circ$ cameras offer significantly broader coverage than perspective cameras for the same capture effort, existing 360$^\circ$ reconstruction methods require special capture protocols and pre-processing steps that undermine the promise of radiance fields: effortless workflows to capture and reconstruct 3D scenes. We propose a practical pipeline for reconstructing 3D scenes directly from raw 360$^\circ$ camera captures. We require no special capture protocols or pre-processing, and exhibit robustness to a prevalent source of reconstruction errors: the human operator that is visible in all 360$^\circ$ imagery. To facilitate evaluation, we introduce a multi-tiered dataset of scenes captured as raw dual-fisheye images, establishing a benchmark for robust casual 360$^\circ$ reconstruction. Our method significantly outperforms not only vanilla 3DGS for 360$^\circ$ cameras but also robust perspective baselines when perspective cameras are simulated from the same capture, demonstrating the advantages of 360$^\circ$ capture for casual reconstruction. Additional results are available at: https://theialab.github.io/fullcircle

CVDec 16, 2025
Spherical Voronoi: Directional Appearance as a Differentiable Partition of the Sphere

Francesco Di Sario, Daniel Rebain, Dor Verbin et al.

Radiance field methods (e.g. 3D Gaussian Splatting) have emerged as a powerful paradigm for novel view synthesis, yet their appearance modeling often relies on Spherical Harmonics (SH), which impose fundamental limitations. SH struggle with high-frequency signals, exhibit Gibbs ringing artifacts, and fail to capture specular reflections - a key component of realistic rendering. Although alternatives like spherical Gaussians offer improvements, they add significant optimization complexity. We propose Spherical Voronoi (SV) as a unified framework for appearance representation in 3D Gaussian Splatting. SV partitions the directional domain into learnable regions with smooth boundaries, providing an intuitive and stable parameterization for view-dependent effects. For diffuse appearance, SV achieves competitive results while keeping optimization simpler than existing alternatives. For reflections - where SH fail - we leverage SV as learnable reflection probes, taking reflected directions as input following principles from classical graphics. This formulation attains state-of-the-art results on synthetic and real-world datasets, demonstrating that SV offers a principled, efficient, and general solution for appearance modeling in explicit 3D representations.

CVDec 15, 2025
Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries

Victor Rong, Jan Held, Victor Chu et al.

Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes beyond point-based rendering and decouples geometry and appearance in order to achieve a compact representation. We use surfels for geometry and a combination of a global neural field and per-primitive colours for appearance. The neural field textures a fixed number of primitives for each pixel, ensuring that the added compute is low. Our representation matches the perceptual quality of 3D Gaussian splatting while using $9.7\times$ fewer primitives and $5.5\times$ less memory on outdoor scenes and using $31\times$ fewer primitives and $3.7\times$ less memory on indoor scenes. Our representation also renders twice as fast as existing textured primitives while improving upon their visual quality.

CVApr 18, 2024Code
Evaluating Alternatives to SFM Point Cloud Initialization for Gaussian Splatting

Yalda Foroutan, Daniel Rebain, Kwang Moo Yi et al.

3D Gaussian Splatting has recently been embraced as a versatile and effective method for scene reconstruction and novel view synthesis, owing to its high-quality results and compatibility with hardware rasterization. Despite its advantages, Gaussian Splatting's reliance on high-quality point cloud initialization by Structure-from-Motion (SFM) algorithms is a significant limitation to be overcome. To this end, we investigate various initialization strategies for Gaussian Splatting and delve into how volumetric reconstructions from Neural Radiance Fields (NeRF) can be utilized to bypass the dependency on SFM data. Our findings demonstrate that random initialization can perform much better if carefully designed and that by employing a combination of improved initialization strategies and structure distillation from low-cost NeRF models, it is possible to achieve equivalent results, or at times even superior, to those obtained from SFM initialization. Source code is available at https://theialab.github.io/nerf-3dgs .

CVApr 15, 2024
3D Gaussian Splatting as Markov Chain Monte Carlo

Shakiba Kheradmand, Daniel Rebain, Gopal Sharma et al.

While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which can lead to poor-quality renderings, and reliance on a good initialization. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene-in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) updates by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework. To do so, we revise the 'cloning' of Gaussians into a relocalization scheme that approximately preserves sample probability. To encourage efficient use of Gaussians, we introduce a regularizer that promotes the removal of unused Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization.

CVApr 29
Semantic Foam: Unifying Spatial and Semantic Scene Decomposition

Amr Sharafeldin, Shrisudhan Govindarajan, Thomas Walker et al.

Modern scene reconstruction methods, such as 3D Gaussian Splatting, enable photo-realistic novel view synthesis at real-time speeds. However, their adoption in interactive graphics applications remains limited due to the difficulty of interacting with these representations compared to traditional, human-authored 3D assets. While prior work has attempted to impose semantic decomposition on these models, significant challenges remain in segmentation quality and cross-view consistency.To address these limitations, we introduce Semantic Foam, which extends the recently proposed Radiant Foam representation to semantic decomposition tasks. Our approach leverages the inherent spatial structure of Radiant Foam's volumetric Voronoi mesh and augments it with an explicit semantic feature field defined at the cell level. This design enables direct spatial regularization, improving consistency across views and mitigating artifacts caused by occlusion and inconsistent supervision, which are common issues in point-based representations.Experimental results demonstrate that our method achieves superior object-level segmentation performance compared to state-of-the-art approaches such as Gaussian Grouping and SAGA.Project page: http://semanticfoam.github.io/

CVFeb 3, 2025
Radiant Foam: Real-Time Differentiable Ray Tracing

Shrisudhan Govindarajan, Daniel Rebain, Kwang Moo Yi et al.

Research on differentiable scene representations is consistently moving towards more efficient, real-time models. Recently, this has led to the popularization of splatting methods, which eschew the traditional ray-based rendering of radiance fields in favor of rasterization. This has yielded a significant improvement in rendering speeds due to the efficiency of rasterization algorithms and hardware, but has come at a cost: the approximations that make rasterization efficient also make implementation of light transport phenomena like reflection and refraction much more difficult. We propose a novel scene representation which avoids these approximations, but keeps the efficiency and reconstruction quality of splatting by leveraging a decades-old efficient volumetric mesh ray tracing algorithm which has been largely overlooked in recent computer vision research. The resulting model, which we name Radiant Foam, achieves rendering speed and quality comparable to Gaussian Splatting, without the constraints of rasterization. Unlike ray traced Gaussian models that use hardware ray tracing acceleration, our method requires no special hardware or APIs beyond the standard features of a programmable GPU.

CVApr 19, 2024
BANF: Band-limited Neural Fields for Levels of Detail Reconstruction

Ahan Shabanov, Shrisudhan Govindarajan, Cody Reading et al.

Largely due to their implicit nature, neural fields lack a direct mechanism for filtering, as Fourier analysis from discrete signal processing is not directly applicable to these representations. Effective filtering of neural fields is critical to enable level-of-detail processing in downstream applications, and support operations that involve sampling the field on regular grids (e.g. marching cubes). Existing methods that attempt to decompose neural fields in the frequency domain either resort to heuristics or require extensive modifications to the neural field architecture. We show that via a simple modification, one can obtain neural fields that are low-pass filtered, and in turn show how this can be exploited to obtain a frequency decomposition of the entire signal. We demonstrate the validity of our technique by investigating level-of-detail reconstruction, and showing how coarser representations can be computed effectively.

CVSep 29, 2025
Triangle Splatting+: Differentiable Rendering with Opaque Triangles

Jan Held, Renaud Vandeghen, Sanghyun Son et al.

Reconstructing 3D scenes and synthesizing novel views has seen rapid progress in recent years. Neural Radiance Fields demonstrated that continuous volumetric radiance fields can achieve high-quality image synthesis, but their long training and rendering times limit practicality. 3D Gaussian Splatting (3DGS) addressed these issues by representing scenes with millions of Gaussians, enabling real-time rendering and fast optimization. However, Gaussian primitives are not natively compatible with the mesh-based pipelines used in VR headsets, and real-time graphics applications. Existing solutions attempt to convert Gaussians into meshes through post-processing or two-stage pipelines, which increases complexity and degrades visual quality. In this work, we introduce Triangle Splatting+, which directly optimizes triangles, the fundamental primitive of computer graphics, within a differentiable splatting framework. We formulate triangle parametrization to enable connectivity through shared vertices, and we design a training strategy that enforces opaque triangles. The final output is immediately usable in standard graphics engines without post-processing. Experiments on the Mip-NeRF360 and Tanks & Temples datasets show that Triangle Splatting+achieves state-of-the-art performance in mesh-based novel view synthesis. Our method surpasses prior splatting approaches in visual fidelity while remaining efficient and fast to training. Moreover, the resulting semi-connected meshes support downstream applications such as physics-based simulation or interactive walkthroughs. The project page is https://trianglesplatting2.github.io/trianglesplatting2/.

CVSep 19, 2025
3D Gaussian Flats: Hybrid 2D/3D Photometric Scene Reconstruction

Maria Taktasheva, Lily Goli, Alessandro Fiorini et al.

Recent advances in radiance fields and novel view synthesis enable creation of realistic digital twins from photographs. However, current methods struggle with flat, texture-less surfaces, creating uneven and semi-transparent reconstructions, due to an ill-conditioned photometric reconstruction objective. Surface reconstruction methods solve this issue but sacrifice visual quality. We propose a novel hybrid 2D/3D representation that jointly optimizes constrained planar (2D) Gaussians for modeling flat surfaces and freeform (3D) Gaussians for the rest of the scene. Our end-to-end approach dynamically detects and refines planar regions, improving both visual fidelity and geometric accuracy. It achieves state-of-the-art depth estimation on ScanNet++ and ScanNetv2, and excels at mesh extraction without overfitting to a specific camera model, showing its effectiveness in producing high-quality reconstruction of indoor scenes.

IVJun 19, 2025
VesselSDF: Distance Field Priors for Vascular Network Reconstruction

Salvatore Esposito, Daniel Rebain, Arno Onken et al.

Accurate segmentation of vascular networks from sparse CT scan slices remains a significant challenge in medical imaging, particularly due to the thin, branching nature of vessels and the inherent sparsity between imaging planes. Existing deep learning approaches, based on binary voxel classification, often struggle with structural continuity and geometric fidelity. To address this challenge, we present VesselSDF, a novel framework that leverages signed distance fields (SDFs) for robust vessel reconstruction. Our method reformulates vessel segmentation as a continuous SDF regression problem, where each point in the volume is represented by its signed distance to the nearest vessel surface. This continuous representation inherently captures the smooth, tubular geometry of blood vessels and their branching patterns. We obtain accurate vessel reconstructions while eliminating common SDF artifacts such as floating segments, thanks to our adaptive Gaussian regularizer which ensures smoothness in regions far from vessel surfaces while producing precise geometry near the surface boundaries. Our experimental results demonstrate that VesselSDF significantly outperforms existing methods and preserves vessel geometry and connectivity, enabling more reliable vascular analysis in clinical settings.

CVFeb 18, 2025
NoKSR: Kernel-Free Neural Surface Reconstruction via Point Cloud Serialization

Zhen Li, Weiwei Sun, Shrisudhan Govindarajan et al.

We present a novel approach to large-scale point cloud surface reconstruction by developing an efficient framework that converts an irregular point cloud into a signed distance field (SDF). Our backbone builds upon recent transformer-based architectures (i.e., PointTransformerV3), that serializes the point cloud into a locality-preserving sequence of tokens. We efficiently predict the SDF value at a point by aggregating nearby tokens, where fast approximate neighbors can be retrieved thanks to the serialization. We serialize the point cloud at different levels/scales, and non-linearly aggregate a feature to predict the SDF value. We show that aggregating across multiple scales is critical to overcome the approximations introduced by the serialization (i.e. false negatives in the neighborhood). Our frameworks sets the new state-of-the-art in terms of accuracy and efficiency (better or similar performance with half the latency of the best prior method, coupled with a simpler implementation), particularly on outdoor datasets where sparse-grid methods have shown limited performance.

CVDec 5, 2024
CrossSDF: 3D Reconstruction of Thin Structures From Cross-Sections

Thomas Walker, Salvatore Esposito, Daniel Rebain et al.

Reconstructing complex structures from planar cross-sections is a challenging problem, with wide-reaching applications in medical imaging, manufacturing, and topography. Out-of-the-box point cloud reconstruction methods can often fail due to the data sparsity between slicing planes, while current bespoke methods struggle to reconstruct thin geometric structures and preserve topological continuity. This is important for medical applications where thin vessel structures are present in CT and MRI scans. This paper introduces CrossSDF, a novel approach for extracting a 3D signed distance field from 2D signed distances generated from planar contours. Our approach makes the training of neural SDFs contour-aware by using losses designed for the case where geometry is known within 2D slices. Our results demonstrate a significant improvement over existing methods, effectively reconstructing thin structures and producing accurate 3D models without the interpolation artifacts or over-smoothing of prior approaches.

CVNov 19, 2021
LOLNeRF: Learn from One Look

Daniel Rebain, Mark Matthews, Kwang Moo Yi et al.

We present a method for learning a generative 3D model based on neural radiance fields, trained solely from data with only single views of each object. While generating realistic images is no longer a difficult task, producing the corresponding 3D structure such that they can be rendered from different views is non-trivial. We show that, unlike existing methods, one does not need multi-view data to achieve this goal. Specifically, we show that by reconstructing many images aligned to an approximate canonical pose with a single network conditioned on a shared latent space, you can learn a space of radiance fields that models shape and appearance for a class of objects. We demonstrate this by training models to reconstruct object categories using datasets that contain only one view of each subject without depth or geometry information. Our experiments show that we achieve state-of-the-art results in novel view synthesis and high-quality results for monocular depth prediction.

GRJun 7, 2021
Deep Medial Fields

Daniel Rebain, Ke Li, Vincent Sitzmann et al.

Implicit representations of geometry, such as occupancy fields or signed distance fields (SDF), have recently re-gained popularity in encoding 3D solid shape in a functional form. In this work, we introduce medial fields: a field function derived from the medial axis transform (MAT) that makes available information about the underlying 3D geometry that is immediately useful for a number of downstream tasks. In particular, the medial field encodes the local thickness of a 3D shape, and enables O(1) projection of a query point onto the medial axis. To construct the medial field we require nothing but the SDF of the shape itself, thus allowing its straightforward incorporation in any application that relies on signed distance fields. Working in unison with the O(1) surface projection supported by the SDF, the medial field opens the door for an entirely new set of efficient, shape-aware operations on implicit representations. We present three such applications, including a modification to sphere tracing that renders implicit representations with better convergence properties, a fast construction method for memory-efficient rigid-body collision proxies, and an efficient approximation of ambient occlusion that remains stable with respect to viewpoint variations.

CVNov 25, 2020
DeRF: Decomposed Radiance Fields

Daniel Rebain, Wei Jiang, Soroosh Yazdani et al.

With the advent of Neural Radiance Fields (NeRF), neural networks can now render novel views of a 3D scene with quality that fools the human eye. Yet, generating these images is very computationally intensive, limiting their applicability in practical scenarios. In this paper, we propose a technique based on spatial decomposition capable of mitigating this issue. Our key observation is that there are diminishing returns in employing larger (deeper and/or wider) networks. Hence, we propose to spatially decompose a scene and dedicate smaller networks for each decomposed part. When working together, these networks can render the whole scene. This allows us near-constant inference time regardless of the number of decomposed parts. Moreover, we show that a Voronoi spatial decomposition is preferable for this purpose, as it is provably compatible with the Painter's Algorithm for efficient and GPU-friendly rendering. Our experiments show that for real-world scenes, our method provides up to 3x more efficient inference than NeRF (with the same rendering quality), or an improvement of up to 1.0~dB in PSNR (for the same inference cost).