# ABLE-NeRF: Attention-Based Rendering with Learnable Embeddings for Neural Radiance Field

arXiv: https://arxiv.org/abs/2303.13817 · HTML: https://mlsanity.com/paper/2303.13817/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 18 of its 36 references that are in the map.
- First posted on arXiv 24 Mar 2023.

## Builds on (most cited first, 18 of 18)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [BERT: Pre-training of Deep Bidirectional Transformers for Language Understanding](https://mlsanity.com/paper/1810.04805/) (2018)
- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (2020)
- [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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [IBRNet: Learning Multi-View Image-Based Rendering](https://mlsanity.com/paper/2102.13090/) (2021)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [DeepVoxels: Learning Persistent 3D Feature Embeddings](https://mlsanity.com/paper/1812.01024/) (2018)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [Light Field Networks: Neural Scene Representations with Single-Evaluation Rendering](https://mlsanity.com/paper/2106.02634/) (2021)
- [DeepView: View Synthesis with Learned Gradient Descent](https://mlsanity.com/paper/1906.07316/) (2019)
- [Scene Representation Transformer: Geometry-Free Novel View Synthesis Through Set-Latent Scene Representations](https://mlsanity.com/paper/2111.13152/) (2021)
- [Pushing the Boundaries of View Extrapolation with Multiplane Images](https://mlsanity.com/paper/1905.00413/) (2019)
- [NeRFactor: Neural Factorization of Shape and Reflectance Under an Unknown Illumination](https://mlsanity.com/paper/2106.01970/) (2021)
- [Light Field Neural Rendering](https://mlsanity.com/paper/2112.09687/) (2021)
- [NeRF in detail: Learning to sample for view synthesis](https://mlsanity.com/paper/2106.05264/) (2021)

## Built on by (most cited first, 6 of 6)

- [ReTR: Modeling Rendering Via Transformer for Generalizable Neural Surface Reconstruction](https://mlsanity.com/paper/2305.18832/) (2023)
- [EMIE-MAP: Large-Scale Road Surface Reconstruction Based on Explicit Mesh and Implicit Encoding](https://mlsanity.com/paper/2403.11789/) (2024)
- [Neural Radiance Field-based Visual Rendering: A Comprehensive Review](https://mlsanity.com/paper/2404.00714/) (2024)
- [Fast Sun-aligned Outdoor Scene Relighting based on TensoRF](https://mlsanity.com/paper/2311.03965/) (2023)
- [CarPatch: A Synthetic Benchmark for Radiance Field Evaluation on Vehicle Components](https://mlsanity.com/paper/2307.12718/) (2023)
- [Gaussian Volumetric Representation for Efficient Shear-Warp Visualization](https://mlsanity.com/paper/2607.25377/) (2026)

## Abstract (arXiv)

Neural Radiance Field (NeRF) is a popular method in representing 3D scenes by optimising a continuous volumetric scene function. Its large success which lies in applying volumetric rendering (VR) is also its Achilles' heel in producing view-dependent effects. As a consequence, glossy and transparent surfaces often appear murky. A remedy to reduce these artefacts is to constrain this VR equation by excluding volumes with back-facing normal. While this approach has some success in rendering glossy surfaces, translucent objects are still poorly represented. In this paper, we present an alternative to the physics-based VR approach by introducing a self-attention-based framework on volumes along a ray. In addition, inspired by modern game engines which utilise Light Probes to store local lighting passing through the scene, we incorporate Learnable Embeddings to capture view dependent effects within the scene. Our method, which we call ABLE-NeRF, significantly reduces `blurry' glossy surfaces in rendering and produces realistic translucent surfaces which lack in prior art. In the Blender dataset, ABLE-NeRF achieves SOTA results and surpasses Ref-NeRF in all 3 image quality metrics PSNR, SSIM, LPIPS.
