# Compressible-composable NeRF via Rank-residual Decomposition

arXiv: https://arxiv.org/abs/2205.14870 · HTML: https://mlsanity.com/paper/2205.14870/

## Key facts

- Cited by 92 papers in the map (data through 14 Oct 2026).
- Builds on 43 of its 56 references that are in the map.
- First posted on arXiv 30 May 2022.

## Builds on (most cited first, 30 of 43)

- [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)
- [PointNet: Deep Learning on Point Sets for 3D Classification and Segmentation](https://mlsanity.com/paper/1612.00593/) (2016)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [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)
- [pixelNeRF: Neural Radiance Fields from One or Few Images](https://mlsanity.com/paper/2012.02190/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [Efficient Geometry-aware 3D Generative Adversarial Networks](https://mlsanity.com/paper/2112.07945/) (2021)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [Learning Implicit Fields for Generative Shape Modeling](https://mlsanity.com/paper/1812.02822/) (2018)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Scene Representation Networks: Continuous 3D-Structure-Aware Neural Scene Representations](https://mlsanity.com/paper/1906.01618/) (2019)
- [NeRF++: Analyzing and Improving Neural Radiance Fields](https://mlsanity.com/paper/2010.07492/) (2020)
- [GIRAFFE: Representing Scenes as Compositional Generative Neural Feature Fields](https://mlsanity.com/paper/2011.12100/) (2020)
- [Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2011.13084/) (2020)
- [pi-GAN: Periodic Implicit Generative Adversarial Networks for 3D-Aware Image Synthesis](https://mlsanity.com/paper/2012.00926/) (2020)
- [GRAF: Generative Radiance Fields for 3D-Aware Image Synthesis](https://mlsanity.com/paper/2007.02442/) (2020)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Local Light Field Fusion: Practical View Synthesis with Prescriptive Sampling Guidelines](https://mlsanity.com/paper/1905.00889/) (2019)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [CLIP-NeRF: Text-and-Image Driven Manipulation of Neural Radiance Fields](https://mlsanity.com/paper/2112.05139/) (2021)

## Built on by (most cited first, 30 of 92)

- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2403.14530/) (2024)
- [HumanRF: High-Fidelity Neural Radiance Fields for Humans in Motion](https://mlsanity.com/paper/2305.06356/) (2023)
- [CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization](https://mlsanity.com/paper/2311.18159/) (2023)
- [Delicate Textured Mesh Recovery from NeRF via Adaptive Surface Refinement](https://mlsanity.com/paper/2303.02091/) (2023)
- [Real-time Neural Radiance Talking Portrait Synthesis via Audio-spatial Decomposition](https://mlsanity.com/paper/2211.12368/) (2022)
- [Neural Residual Radiance Fields for Streamably Free-Viewpoint Videos](https://mlsanity.com/paper/2304.04452/) (2023)
- [TIP-Editor: An Accurate 3D Editor Following Both Text-Prompts And Image-Prompts](https://mlsanity.com/paper/2401.14828/) (2024)
- [Set-the-Scene: Global-Local Training for Generating Controllable NeRF Scenes](https://mlsanity.com/paper/2303.13450/) (2023)
- [End-to-End Rate-Distortion Optimized 3D Gaussian Representation](https://mlsanity.com/paper/2406.01597/) (2024)
- [Compressing Volumetric Radiance Fields to 1 MB](https://mlsanity.com/paper/2211.16386/) (2022)
- [Representing Long Volumetric Video with Temporal Gaussian Hierarchy](https://mlsanity.com/paper/2412.09608/) (2024)
- [Masked Wavelet Representation for Compact Neural Radiance Fields](https://mlsanity.com/paper/2212.09069/) (2022)
- [FreeTimeGS: Free Gaussian Primitives at Anytime and Anywhere for Dynamic Scene Reconstruction](https://mlsanity.com/paper/2506.05348/) (2025)
- [Fast Feedforward 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2410.08017/) (2024)
- [Explicit Correspondence Matching for Generalizable Neural Radiance Fields](https://mlsanity.com/paper/2304.12294/) (2023)
- [NeuralEditor: Editing Neural Radiance Fields via Manipulating Point Clouds](https://mlsanity.com/paper/2305.03049/) (2023)
- [Binary Radiance Fields](https://mlsanity.com/paper/2306.07581/) (2023)
- [INCODE: Implicit Neural Conditioning with Prior Knowledge Embeddings](https://mlsanity.com/paper/2310.18846/) (2023)
- [How Far Can We Compress Instant-NGP-Based NeRF?](https://mlsanity.com/paper/2406.04101/) (2024)
- [Robust Dual Gaussian Splatting for Immersive Human-centric Volumetric Videos](https://mlsanity.com/paper/2409.08353/) (2024)
- [RecolorNeRF: Layer Decomposed Radiance Fields for Efficient Color Editing of 3D Scenes](https://mlsanity.com/paper/2301.07958/) (2023)
- [Uncovering and Quantifying Social Biases in Code Generation](https://mlsanity.com/paper/2305.15377/) (2023)
- [Locality-aware Gaussian Compression for Fast and High-quality Rendering](https://mlsanity.com/paper/2501.05757/) (2025)
- [Interactive Segment Anything NeRF with Feature Imitation](https://mlsanity.com/paper/2305.16233/) (2023)
- [VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video Streams](https://mlsanity.com/paper/2312.01407/) (2023)
- [Efficient Learning With Sine-Activated Low-rank Matrices](https://mlsanity.com/paper/2403.19243/) (2024)
- [Dynamic Mesh-Aware Radiance Fields](https://mlsanity.com/paper/2309.04581/) (2023)
- [On Quantizing Implicit Neural Representations](https://mlsanity.com/paper/2209.01019/) (2022)
- [D-TensoRF: Tensorial Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2212.02375/) (2022)

## Abstract (arXiv)

Neural Radiance Field (NeRF) has emerged as a compelling method to represent 3D objects and scenes for photo-realistic rendering. However, its implicit representation causes difficulty in manipulating the models like the explicit mesh representation. Several recent advances in NeRF manipulation are usually restricted by a shared renderer network, or suffer from large model size. To circumvent the hurdle, in this paper, we present an explicit neural field representation that enables efficient and convenient manipulation of models. To achieve this goal, we learn a hybrid tensor rank decomposition of the scene without neural networks. Motivated by the low-rank approximation property of the SVD algorithm, we propose a rank-residual learning strategy to encourage the preservation of primary information in lower ranks. The model size can then be dynamically adjusted by rank truncation to control the levels of detail, achieving near-optimal compression without extra optimization. Furthermore, different models can be arbitrarily transformed and composed into one scene by concatenating along the rank dimension. The growth of storage cost can also be mitigated by compressing the unimportant objects in the composed scene. We demonstrate that our method is able to achieve comparable rendering quality to state-of-the-art methods, while enabling extra capability of compression and composition. Code will be made available at https://github.com/ashawkey/CCNeRF.
