# Neural Lumigraph Rendering

arXiv: https://arxiv.org/abs/2103.11571 · HTML: https://mlsanity.com/paper/2103.11571/

## Key facts

- Cited by 105 papers in the map (data through 14 Oct 2026).
- Builds on 32 of its 63 references that are in the map.
- First posted on arXiv 22 Mar 2021.

## Builds on (most cited first, 30 of 32)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [Implicit Neural Representations with Periodic Activation Functions](https://mlsanity.com/paper/2006.09661/) (2020)
- [Occupancy Networks: Learning 3D Reconstruction in Function Space](https://mlsanity.com/paper/1812.03828/) (2018)
- [Learning Implicit Fields for Generative Shape Modeling](https://mlsanity.com/paper/1812.02822/) (2018)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [Scene Representation Networks: Continuous 3D-Structure-Aware Neural Scene Representations](https://mlsanity.com/paper/1906.01618/) (2019)
- [PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization](https://mlsanity.com/paper/1905.05172/) (2019)
- [Convolutional Occupancy Networks](https://mlsanity.com/paper/2003.04618/) (2020)
- [Open3D: A Modern Library for 3D Data Processing](https://mlsanity.com/paper/1801.09847/) (2018)
- [Implicit Geometric Regularization for Learning Shapes](https://mlsanity.com/paper/2002.10099/) (2020)
- [Differentiable Volumetric Rendering: Learning Implicit 3D Representations without 3D Supervision](https://mlsanity.com/paper/1912.07372/) (2019)
- [Local Light Field Fusion: Practical View Synthesis with Prescriptive Sampling Guidelines](https://mlsanity.com/paper/1905.00889/) (2019)
- [DeepVoxels: Learning Persistent 3D Feature Embeddings](https://mlsanity.com/paper/1812.01024/) (2018)
- [SAL: Sign Agnostic Learning of Shapes from Raw Data](https://mlsanity.com/paper/1911.10414/) (2019)
- [Local Implicit Grid Representations for 3D Scenes](https://mlsanity.com/paper/2003.08981/) (2020)
- [Deep Local Shapes: Learning Local SDF Priors for Detailed 3D Reconstruction](https://mlsanity.com/paper/2003.10983/) (2020)
- [Learning Category-Specific Mesh Reconstruction from Image Collections](https://mlsanity.com/paper/1803.07549/) (2018)
- [State of the Art on Neural Rendering](https://mlsanity.com/paper/2004.03805/) (2020)
- [DeepView: View Synthesis with Learned Gradient Descent](https://mlsanity.com/paper/1906.07316/) (2019)
- [Learning Shape Templates with Structured Implicit Functions](https://mlsanity.com/paper/1904.06447/) (2019)
- [Free View Synthesis](https://mlsanity.com/paper/2008.05511/) (2020)
- [MetaSDF: Meta-learning Signed Distance Functions](https://mlsanity.com/paper/2006.09662/) (2020)
- [Texture Fields: Learning Texture Representations in Function Space](https://mlsanity.com/paper/1905.07259/) (2019)
- [AutoInt: Automatic Integration for Fast Neural Volume Rendering](https://mlsanity.com/paper/2012.01714/) (2020)
- [DIST: Rendering Deep Implicit Signed Distance Function with Differentiable Sphere Tracing](https://mlsanity.com/paper/1911.13225/) (2019)
- [SDFDiff: Differentiable Rendering of Signed Distance Fields for 3D Shape Optimization](https://mlsanity.com/paper/1912.07109/) (2019)
- [Neural Light Transport for Relighting and View Synthesis](https://mlsanity.com/paper/2008.03806/) (2020)

## Built on by (most cited first, 30 of 105)

- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [Efficient Geometry-aware 3D Generative Adversarial Networks](https://mlsanity.com/paper/2112.07945/) (2021)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction](https://mlsanity.com/paper/2104.10078/) (2021)
- [RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputs](https://mlsanity.com/paper/2112.00724/) (2021)
- [Neural Fields in Visual Computing and Beyond](https://mlsanity.com/paper/2111.11426/) (2021)
- [Advances in Neural Rendering](https://mlsanity.com/paper/2111.05849/) (2021)
- [Light Field Networks: Neural Scene Representations with Single-Evaluation Rendering](https://mlsanity.com/paper/2106.02634/) (2021)
- [OmniObject3D: Large-Vocabulary 3D Object Dataset for Realistic Perception, Reconstruction and Generation](https://mlsanity.com/paper/2301.07525/) (2023)
- [NeuS2: Fast Learning of Neural Implicit Surfaces for Multi-view Reconstruction](https://mlsanity.com/paper/2212.05231/) (2022)
- [3D Neural Field Generation using Triplane Diffusion](https://mlsanity.com/paper/2211.16677/) (2022)
- [I M Avatar: Implicit Morphable Head Avatars from Videos](https://mlsanity.com/paper/2112.07471/) (2021)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [NeRF-Editing: Geometry Editing of Neural Radiance Fields](https://mlsanity.com/paper/2205.04978/) (2022)
- [Neural Head Avatars from Monocular RGB Videos](https://mlsanity.com/paper/2112.01554/) (2021)
- [Neural-PIL: Neural Pre-Integrated Lighting for Reflectance Decomposition](https://mlsanity.com/paper/2110.14373/) (2021)
- [Neural Rays for Occlusion-aware Image-based Rendering](https://mlsanity.com/paper/2107.13421/) (2021)
- [PointAvatar: Deformable Point-based Head Avatars from Videos](https://mlsanity.com/paper/2212.08377/) (2022)
- [SparseNeuS: Fast Generalizable Neural Surface Reconstruction from Sparse Views](https://mlsanity.com/paper/2206.05737/) (2022)
- [Panoptic NeRF: 3D-to-2D Label Transfer for Panoptic Urban Scene Segmentation](https://mlsanity.com/paper/2203.15224/) (2022)
- [BACON: Band-limited Coordinate Networks for Multiscale Scene Representation](https://mlsanity.com/paper/2112.04645/) (2021)
- [GeneFace: Generalized and High-Fidelity Audio-Driven 3D Talking Face Synthesis](https://mlsanity.com/paper/2301.13430/) (2023)
- [Generalizable Patch-Based Neural Rendering](https://mlsanity.com/paper/2207.10662/) (2022)
- [Realistic One-shot Mesh-based Head Avatars](https://mlsanity.com/paper/2206.08343/) (2022)
- [Generative Neural Articulated Radiance Fields](https://mlsanity.com/paper/2206.14314/) (2022)
- [Voxurf: Voxel-based Efficient and Accurate Neural Surface Reconstruction](https://mlsanity.com/paper/2208.12697/) (2022)
- [4K4D: Real-Time 4D View Synthesis at 4K Resolution](https://mlsanity.com/paper/2310.11448/) (2023)
- [SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collections](https://mlsanity.com/paper/2205.15768/) (2022)
- [DFA-NeRF: Personalized Talking Head Generation via Disentangled Face Attributes Neural Rendering](https://mlsanity.com/paper/2201.00791/) (2022)

## Abstract (arXiv)

Novel view synthesis is a challenging and ill-posed inverse rendering problem. Neural rendering techniques have recently achieved photorealistic image quality for this task. State-of-the-art (SOTA) neural volume rendering approaches, however, are slow to train and require minutes of inference (i.e., rendering) time for high image resolutions. We adopt high-capacity neural scene representations with periodic activations for jointly optimizing an implicit surface and a radiance field of a scene supervised exclusively with posed 2D images. Our neural rendering pipeline accelerates SOTA neural volume rendering by about two orders of magnitude and our implicit surface representation is unique in allowing us to export a mesh with view-dependent texture information. Thus, like other implicit surface representations, ours is compatible with traditional graphics pipelines, enabling real-time rendering rates, while achieving unprecedented image quality compared to other surface methods. We assess the quality of our approach using existing datasets as well as high-quality 3D face data captured with a custom multi-camera rig.
