SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration

Author:

Duckworth Daniel1ORCID,Hedman Peter2ORCID,Reiser Christian34ORCID,Zhizhin Peter5ORCID,Thibert Jean-François6ORCID,Lučić Mario7ORCID,Szeliski Richard8ORCID,Barron Jonathan T.9ORCID

Affiliation:

1. Google DeepMind, Berlin, Germany

2. Google Research, London, United Kingdom

3. Google Research, Tübingen, Germany

4. Tübingen AI Center, University of Tübingen, Tübingen, Germany

5. Google Research, Berlin, Germany

6. Google AR/VR, Montreal, Canada

7. Google DeepMind, Zürich, Switzerland

8. Google Research, Seattle, United States of America

9. Google Research, Alameda, United States of America

Abstract

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. We introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m 2 at a volumetric resolution of 3.5 mm 3 . Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our method enables full six degrees of freedom navigation in a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.

Publisher

Association for Computing Machinery (ACM)

Reference86 articles.

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3. Allison H. Baker, Alexander Pinard, and Dorit M. Hammerling. 2023. DSSIM: a structural similarity index for floating-point data. arXiv:2202.02616 (2023).

4. Jonathan T. Barron, Ben Mildenhall, Matthew Tancik, Peter Hedman, Ricardo Martin-Brualla, and Pratul P. Srinivasan. 2021. Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields. ICCV (2021).

5. Jonathan T. Barron, Ben Mildenhall, Dor Verbin, Pratul P. Srinivasan, and Peter Hedman. 2022. Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields. CVPR (2022).

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Frustum Volume Caching for Accelerated NeRF Rendering;Proceedings of the ACM on Computer Graphics and Interactive Techniques;2024-08-09

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