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Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra

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arxiv 2304.09987 v3 pith:6UUWUE5Q submitted 2023-04-19 cs.CV cs.GRcs.LG

classification cs.CVcs.GRcs.LG
keywords sceneapproachfieldsneuralradiancerepresentationrepresentationsavailable
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Neural Radiance Fields (NeRFs) are a very recent and very popular approach for the problems of novel view synthesis and 3D reconstruction. A popular scene representation used by NeRFs is to combine a uniform, voxel-based subdivision of the scene with an MLP. Based on the observation that a (sparse) point cloud of the scene is often available, this paper proposes to use an adaptive representation based on tetrahedra obtained by Delaunay triangulation instead of uniform subdivision or point-based representations. We show that such a representation enables efficient training and leads to state-of-the-art results. Our approach elegantly combines concepts from 3D geometry processing, triangle-based rendering, and modern neural radiance fields. Compared to voxel-based representations, ours provides more detail around parts of the scene likely to be close to the surface. Compared to point-based representations, our approach achieves better performance. The source code is publicly available at: https://jkulhanek.com/tetra-nerf.

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

  1. 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

    cs.CV 2024-11 conditional novelty 6.0 of 10

    3D Convex Splatting replaces Gaussian splats with smooth convex primitives, achieving higher PSNR and LPIPS than 3DGS on Tanks and Temples and Deep Blending while using fewer primitives.

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