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Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra (2304.09987v3)

Published 19 Apr 2023 in cs.CV, cs.GR, and cs.LG

Abstract: 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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Authors (2)
  1. Torsten Sattler (72 papers)
  2. Jonas Kulhanek (7 papers)
Citations (36)

Summary

  • The paper presents an adaptive tetrahedralization approach using Delaunay triangulation to replace voxel grids, enhancing detail around scene surfaces.
  • It employs efficient ray-tetrahedron intersection queries and barycentric interpolation via a shallow MLP to predict density and color for volumetric rendering.
  • Experimental results demonstrate that Tetra-NeRF surpasses state-of-the-art methods like Point-NeRF on PSNR and SSIM metrics across varied datasets.

Essay on "Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra"

The paper "Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra" presents a novel approach to the representation of Neural Radiance Fields (NeRFs) by utilizing tetrahedra structures instead of traditional voxel grids or other point-based representations. This work is rooted in the area of novel view synthesis and 3D reconstruction, specifically enhancing the radiance field representation by leveraging the spatial distribution of input point clouds.

Core Contribution and Methodology

The primary contribution of this research lies in introducing an adaptive tetrahedralization of the scene, which is initialized from a sparse or dense point cloud obtained through methods like Structure from Motion (SfM). This approach replaces uniform voxel-based subdivisions, thereby optimizing the representation closer to the scene's surface where more detail is necessary. The use of Delaunay triangulation processes the point cloud into a set of non-overlapping tetrahedra, providing a more adaptive spatial discretization.

The Tetra-NeRF representation operates by querying these tetrahedral structures. When a view is rendered, rays are cast, and their intersections with the tetrahedra are used to begin the barycentric interpolation process. This interpolation leverages features stored at the tetrahedron vertices, which are processed through a shallow MLP to predict the density and color necessary for volumetric rendering. An efficient query mechanism is supported by ray-triangle intersection computation, which plays a critical role in maintaining computational efficiency even in more complex scenes composed of numerous tetrahedra.

Numerical Results and Comparison

The experimental results highlight significant advancements in rendering quality and computational efficiency. Tetra-NeRF demonstrates superior performance over voxel-based representations by achieving more nuanced detail around object surfaces, demonstrated by improved metrics across multiple datasets, including Blender, Tanks, and Temples, and Mip-NeRF 360. Notably, it surpasses Point-NeRF, a leading point-cloud-based representation, even when using the same initial point cloud data.

Quantitative metrics are compelling: Tetra-NeRF consistently outperforms or matches state-of-the-art methods regarding PSNR and SSIM, particularly in scenarios where the scene representation complexity remains constant due to fixed tetrahedral structures. This contrasts with methods like Point-NeRF, where the point cloud complexity can dynamically increase during training.

Implications and Future Directions

The paper's main implication is the feasibility and effectiveness of tetrahedralization in adaptive NeRF representations, particularly concerning computational efficiency and quality in complex 3D scenes. This method exemplifies integrating geometrical insights within machine learning frameworks, specifically in neural rendering workflows.

The potential extensions of this work are multifaceted. One avenue includes the development of adaptive refinement and pruning techniques for tetrahedral structures to further optimize the scene representation dynamically. Another promising direction could involve integrating this tetrahedral approach with other implicit surface representation methods to enhance 3D reconstruction tasks, providing a more comprehensive and possibly universal scene representation. Additionally, exploring the extension of this approach to other domains, such as real-time rendering and augmented reality applications, could present new opportunities for practical deployments.

In conclusion, Tetra-NeRF offers an innovative and efficient alternative to existing NeRF representations by leveraging the spatial coherence of tetrahedra. This work lays valuable groundwork for future research aimed at refining neural rendering processes with more geometrically-informed methods, marking a step towards translating geometrical priors into enhanced machine learning-driven 3D modeling techniques.