CVGRLGJul 30, 2022

MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures

arXiv:2208.00277v5434 citationsh-index: 89
Originality Incremental advance
AI Analysis

This addresses the problem of slow NeRF rendering for users on mobile and other platforms, offering an incremental improvement by adapting existing methods to hardware constraints.

The paper tackles the inefficiency of Neural Radiance Fields (NeRFs) on standard graphics hardware by introducing a representation using textured polygons, enabling rendering via traditional pipelines and achieving interactive frame rates on mobile devices.

Neural Radiance Fields (NeRFs) have demonstrated amazing ability to synthesize images of 3D scenes from novel views. However, they rely upon specialized volumetric rendering algorithms based on ray marching that are mismatched to the capabilities of widely deployed graphics hardware. This paper introduces a new NeRF representation based on textured polygons that can synthesize novel images efficiently with standard rendering pipelines. The NeRF is represented as a set of polygons with textures representing binary opacities and feature vectors. Traditional rendering of the polygons with a z-buffer yields an image with features at every pixel, which are interpreted by a small, view-dependent MLP running in a fragment shader to produce a final pixel color. This approach enables NeRFs to be rendered with the traditional polygon rasterization pipeline, which provides massive pixel-level parallelism, achieving interactive frame rates on a wide range of compute platforms, including mobile phones.

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