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Neural Rendering

Neural rendering reconstructs a 3D scene from posed 2D images by fitting a differentiable scene representation to image observations, then rendering novel views. The five-year arc goes from MLPs that fit a continuous radiance field, to grid-accelerated variants, to fully explicit Gaussian splat representations that match NeRF quality at orders-of-magnitude faster rendering.

NeRF — the original radiance field

NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis (Mildenhall et al., ECCV 2020) parameterises a scene as a continuous function FΘ:(x,d)(c,σ) — given a 3D position and viewing direction, return colour and density. To render a pixel, integrate radiance along the ray:

C(r)=tntfT(t)σ(r(t))c(r(t),d)dt,T(t)=exp(tntσ(r(s))ds).

The MLP is trained per-scene by minimising rendered-vs-observed pixel error. Headline result: photorealistic novel views from ~100 captures, but minutes per training step and seconds per rendered frame.

Grid acceleration: Plenoxels, Instant-NGP

NeRF's MLP is the bottleneck. Plenoxels (Fridovich-Keil, Yu et al., CVPR 2022) drops it entirely: store density and a spherical-harmonic colour at each cell of a sparse voxel grid and optimise the cells directly. Instant-NGP (Müller et al., SIGGRAPH 2022) replaces the MLP with a multi-resolution hash grid plus a tiny MLP, training a high-quality NeRF in seconds. These are the foundation for downstream interactive systems.

Mip-NeRF 360 — unbounded scenes and anti-aliasing

Mip-NeRF 360 (Barron et al., CVPR 2022) addresses two problems: aliasing when rays cover wildly different volumes, and unbounded outdoor scenes. The solution: cone-tracing instead of ray-tracing (each pixel is a cone, integrated against an integrated positional encoding), plus a non-linear scene contraction that maps the unbounded outside into a bounded ball. Mip-NeRF 360 produces the first NeRFs that look photorealistic on full 360° outdoor captures.

3D Gaussian Splatting

3D Gaussian Splatting (Kerbl, Kopanas, Leimkühler, Drettakis, SIGGRAPH 2023) replaces the implicit field with explicit anisotropic Gaussians: each splat carries position, covariance (rotation + scale), opacity, and view-dependent colour (spherical harmonics). Rendering is differentiable rasterisation — sort splats by depth, alpha-composite — and runs at >100 FPS at 1080p. Quality matches Mip-NeRF 360 with training time in minutes. 3DGS opened the door to real-time AR/VR neural scenes and to downstream methods that edit, animate, or compose splats.

COLMAP-Free 3DGS

Both NeRF and 3DGS assume known camera poses, typically from COLMAP — a brittle pre-step that fails on textureless or low-overlap captures. COLMAP-Free 3D Gaussian Splatting (Fu et al., CVPR 2024) jointly optimises poses and Gaussians from scratch using a sequential frame-by-frame strategy. The contribution is removing the pose-estimation dependency, which is what blocks most real-world deployment.

Reading list

  • NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis — Mildenhall, Srinivasan, Tancik, Barron, Ramamoorthi, Ng, ECCV 2020.
  • Plenoxels: Radiance Fields without Neural Networks — Fridovich-Keil, Yu et al., CVPR 2022.
  • Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields — Barron, Mildenhall, Verbin, Srinivasan, Hedman, CVPR 2022.
  • 3D Gaussian Splatting for Real-Time Radiance Field Rendering — Kerbl, Kopanas, Leimkühler, Drettakis, SIGGRAPH 2023.
  • COLMAP-Free 3D Gaussian Splatting — Fu, Liu, Kulkarni, Kautz, Efros, Wang, CVPR 2024.

Released under the MIT License. Content imported and adapted from NoteNextra.