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Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs

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arxiv 2112.10703 v2 pith:VRZPYW7D submitted 2021-12-20 cs.CV cs.GRcs.LG

classification cs.CVcs.GRcs.LG
keywords challengesfastlarge-scalenerfnerfsdifferentevaluateexisting
verification ladder T0 review T1 audit T2 compute T3 formal
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We use neural radiance fields (NeRFs) to build interactive 3D environments from large-scale visual captures spanning buildings or even multiple city blocks collected primarily from drones. In contrast to single object scenes (on which NeRFs are traditionally evaluated), our scale poses multiple challenges including (1) the need to model thousands of images with varying lighting conditions, each of which capture only a small subset of the scene, (2) prohibitively large model capacities that make it infeasible to train on a single GPU, and (3) significant challenges for fast rendering that would enable interactive fly-throughs. To address these challenges, we begin by analyzing visibility statistics for large-scale scenes, motivating a sparse network structure where parameters are specialized to different regions of the scene. We introduce a simple geometric clustering algorithm for data parallelism that partitions training images (or rather pixels) into different NeRF submodules that can be trained in parallel. We evaluate our approach on existing datasets (Quad 6k and UrbanScene3D) as well as against our own drone footage, improving training speed by 3x and PSNR by 12%. We also evaluate recent NeRF fast renderers on top of Mega-NeRF and introduce a novel method that exploits temporal coherence. Our technique achieves a 40x speedup over conventional NeRF rendering while remaining within 0.8 db in PSNR quality, exceeding the fidelity of existing fast renderers.

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Cited by 2 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. Reconstructing 4D Spatial Intelligence: A Survey

    cs.CV 2025-07 accept novelty 4.0 of 10

    A review that classifies 4D scene reconstruction methods into five progressive levels: low-level cues, scene components, dynamic scenes, interactions, and physics.

  2. Real-Time Scene Reconstruction using Light Field Probes

    cs.GR 2025-07 conditional novelty 4.0 of 10

    A probe-based renderer built from laser point clouds reconstructs a room-scale scene in real time with constant per-frame cost.

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