# AV-NeRF: Learning Neural Fields for Real-World Audio-Visual Scene Synthesis

arXiv: https://arxiv.org/abs/2302.02088 · HTML: https://mlsanity.com/paper/2302.02088/

## Key facts

- Cited by 49 papers in the map (data through 14 Oct 2026).
- Builds on 40 of its 65 references that are in the map.
- First posted on arXiv 4 Feb 2023.

## Builds on (most cited first, 30 of 40)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [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)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [Habitat: A Platform for Embodied AI Research](https://mlsanity.com/paper/1904.01201/) (2019)
- [HyperNetworks](https://mlsanity.com/paper/1609.09106/) (2016)
- [Scene Representation Networks: Continuous 3D-Structure-Aware Neural Scene Representations](https://mlsanity.com/paper/1906.01618/) (2019)
- [Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2011.13084/) (2020)
- [Differentiable Volumetric Rendering: Learning Implicit 3D Representations without 3D Supervision](https://mlsanity.com/paper/1912.07372/) (2019)
- [BARF: Bundle-Adjusting Neural Radiance Fields](https://mlsanity.com/paper/2104.06405/) (2021)
- [Habitat 2.0: Training Home Assistants to Rearrange their Habitat](https://mlsanity.com/paper/2106.14405/) (2021)
- [Dynamic View Synthesis from Dynamic Monocular Video](https://mlsanity.com/paper/2105.06468/) (2021)
- [AD-NeRF: Audio Driven Neural Radiance Fields for Talking Head Synthesis](https://mlsanity.com/paper/2103.11078/) (2021)
- [Audio-Visual Scene Analysis with Self-Supervised Multisensory Features](https://mlsanity.com/paper/1804.03641/) (2018)
- [The Sound of Pixels](https://mlsanity.com/paper/1804.03160/) (2018)
- [Audio-Visual Segmentation](https://mlsanity.com/paper/2207.05042/) (2022)
- [Adversarial Generation of Continuous Images](https://mlsanity.com/paper/2011.12026/) (2020)
- [SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning](https://mlsanity.com/paper/2206.08312/) (2022)
- [Self-Supervised Generation of Spatial Audio for 360 Video](https://mlsanity.com/paper/1809.02587/) (2018)
- [Semantic Audio-Visual Navigation](https://mlsanity.com/paper/2012.11583/) (2020)
- [Localizing Visual Sounds the Easy Way](https://mlsanity.com/paper/2203.09324/) (2022)
- [Learning Neural Acoustic Fields](https://mlsanity.com/paper/2204.00628/) (2022)
- [2.5D Visual Sound](https://mlsanity.com/paper/1812.04204/) (2018)
- [Sep-Stereo: Visually Guided Stereophonic Audio Generation by Associating Source Separation](https://mlsanity.com/paper/2007.09902/) (2020)
- [Few-Shot Audio-Visual Learning of Environment Acoustics](https://mlsanity.com/paper/2206.04006/) (2022)
- [Visually Informed Binaural Audio Generation without Binaural Audios](https://mlsanity.com/paper/2104.06162/) (2021)
- [Learning Signal-Agnostic Manifolds of Neural Fields](https://mlsanity.com/paper/2111.06387/) (2021)
- [Visual Acoustic Matching](https://mlsanity.com/paper/2202.06875/) (2022)

## Built on by (most cited first, 30 of 49)

- [Neural Acoustic Context Field: Rendering Realistic Room Impulse Response With Neural Fields](https://mlsanity.com/paper/2309.15977/) (2023)
- [AV-RIR: Audio-Visual Room Impulse Response Estimation](https://mlsanity.com/paper/2312.00834/) (2023)
- [Real Acoustic Fields: An Audio-Visual Room Acoustics Dataset and Benchmark](https://mlsanity.com/paper/2403.18821/) (2024)
- [Language-Guided Joint Audio-Visual Editing via One-Shot Adaptation](https://mlsanity.com/paper/2410.07463/) (2024)
- [Sound Localization from Motion: Jointly Learning Sound Direction and Camera Rotation](https://mlsanity.com/paper/2303.11329/) (2023)
- [VidComposition: Can MLLMs Analyze Compositions in Compiled Videos?](https://mlsanity.com/paper/2411.10979/) (2024)
- [DiVa-360: The Dynamic Visual Dataset for Immersive Neural Fields](https://mlsanity.com/paper/2307.16897/) (2023)
- [Images that Sound: Composing Images and Sounds on a Single Canvas](https://mlsanity.com/paper/2405.12221/) (2024)
- [AV-GS: Learning Material and Geometry Aware Priors for Novel View Acoustic Synthesis](https://mlsanity.com/paper/2406.08920/) (2024)
- [Hearing Anything Anywhere](https://mlsanity.com/paper/2406.07532/) (2024)
- [Modeling and Driving Human Body Soundfields through Acoustic Primitives](https://mlsanity.com/paper/2407.13083/) (2024)
- [High-Quality Visually-Guided Sound Separation from Diverse Categories](https://mlsanity.com/paper/2308.00122/) (2023)
- [SEE-2-SOUND: Zero-Shot Spatial Environment-to-Spatial Sound](https://mlsanity.com/paper/2406.06612/) (2024)
- [NeRAF: 3D Scene Infused Neural Radiance and Acoustic Fields](https://mlsanity.com/paper/2405.18213/) (2024)
- [LAVSS: Location-Guided Audio-Visual Spatial Audio Separation](https://mlsanity.com/paper/2310.20446/) (2023)
- [Hearing Anywhere in Any Environment](https://mlsanity.com/paper/2504.10746/) (2025)
- [ClusteringSDF: Self-Organized Neural Implicit Surfaces for 3D Decomposition](https://mlsanity.com/paper/2403.14619/) (2024)
- [Differentiable Room Acoustic Rendering with Multi-View Vision Priors](https://mlsanity.com/paper/2504.21847/) (2025)
- [Learning to Highlight Audio by Watching Movies](https://mlsanity.com/paper/2505.12154/) (2025)
- [MMPerspective: Do MLLMs Understand Perspective? A Comprehensive Benchmark for Perspective Perception, Reasoning, and Robustness](https://mlsanity.com/paper/2505.20426/) (2025)
- [BinauralFlow: A Causal and Streamable Approach for High-Quality Binaural Speech Synthesis with Flow Matching Models](https://mlsanity.com/paper/2505.22865/) (2025)
- [ZeroSep: Separate Anything in Audio with Zero Training](https://mlsanity.com/paper/2505.23625/) (2025)
- [How Would It Sound? Material-Controlled Multimodal Acoustic Profile Generation for Indoor Scenes](https://mlsanity.com/paper/2508.02905/) (2025)
- [SOAF: Scene Occlusion-aware Neural Acoustic Field](https://mlsanity.com/paper/2407.02264/) (2024)
- [ImViD: Immersive Volumetric Videos for Enhanced VR Engagement](https://mlsanity.com/paper/2503.14359/) (2025)
- [SoundVista: Novel-View Ambient Sound Synthesis via Visual-Acoustic Binding](https://mlsanity.com/paper/2504.05576/) (2025)
- [SonoWorld: From One Image to a 3D Audio-Visual Scene](https://mlsanity.com/paper/2603.28757/) (2026)
- [Rethinking Audio-Visual Adversarial Vulnerability from Temporal and Modality Perspectives](https://mlsanity.com/paper/2502.11858/) (2025)
- [Can NeRFs See without Cameras?](https://mlsanity.com/paper/2505.22441/) (2025)
- [Hearing Hands: Generating Sounds from Physical Interactions in 3D Scenes](https://mlsanity.com/paper/2506.09989/) (2025)

## Abstract (arXiv)

Can machines recording an audio-visual scene produce realistic, matching audio-visual experiences at novel positions and novel view directions? We answer it by studying a new task -- real-world audio-visual scene synthesis -- and a first-of-its-kind NeRF-based approach for multimodal learning. Concretely, given a video recording of an audio-visual scene, the task is to synthesize new videos with spatial audios along arbitrary novel camera trajectories in that scene. We propose an acoustic-aware audio generation module that integrates prior knowledge of audio propagation into NeRF, in which we implicitly associate audio generation with the 3D geometry and material properties of a visual environment. Furthermore, we present a coordinate transformation module that expresses a view direction relative to the sound source, enabling the model to learn sound source-centric acoustic fields. To facilitate the study of this new task, we collect a high-quality Real-World Audio-Visual Scene (RWAVS) dataset. We demonstrate the advantages of our method on this real-world dataset and the simulation-based SoundSpaces dataset.
