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.
Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra
Using tetrahedra obtained by Delaunay triangulation instead of uniform voxelization for NeRFs improves training efficiency and 3D reconstruction quality.
- Year
- 2023
- Venue
- ICCV 2023 1
- Authors
- 2
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- Abstract onlyARXIV-DEFAULT
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- arxiv.org/abs/2304.09987v3ARXIV-DEFAULT
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