# Volumetric Rendering with Baked Quadrature Fields

arXiv: https://arxiv.org/abs/2312.02202 · HTML: https://mlsanity.com/paper/2312.02202/

## Key facts

- Cited by 9 papers in the map (data through 14 Oct 2026).
- Builds on 40 of its 57 references that are in the map.
- First posted on arXiv 2 Dec 2023.

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

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [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)
- [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)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Fast and Accurate Deep Network Learning by Exponential Linear Units (ELUs)](https://mlsanity.com/paper/1511.07289/) (2015)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Objaverse-XL: A Universe of 10M+ 3D Objects](https://mlsanity.com/paper/2307.05663/) (2023)
- [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)
- [UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction](https://mlsanity.com/paper/2104.10078/) (2021)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Deep Marching Tetrahedra: a Hybrid Representation for High-Resolution 3D Shape Synthesis](https://mlsanity.com/paper/2111.04276/) (2021)
- [Extracting Triangular 3D Models, Materials, and Lighting From Images](https://mlsanity.com/paper/2111.12503/) (2021)
- [AutoInt: Automatic Feature Interaction Learning via Self-Attentive Neural Networks](https://mlsanity.com/paper/1810.11921/) (2018)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [State of the Art on Neural Rendering](https://mlsanity.com/paper/2004.03805/) (2020)
- [Urban Radiance Fields](https://mlsanity.com/paper/2111.14643/) (2021)
- [DeepView: View Synthesis with Learned Gradient Descent](https://mlsanity.com/paper/1906.07316/) (2019)
- [Free View Synthesis](https://mlsanity.com/paper/2008.05511/) (2020)
- [BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis](https://mlsanity.com/paper/2302.14859/) (2023)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [Stable View Synthesis](https://mlsanity.com/paper/2011.07233/) (2020)
- [DeRF: Decomposed Radiance Fields](https://mlsanity.com/paper/2011.12490/) (2020)

## Built on by (most cited first, 9 of 9)

- [3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting](https://mlsanity.com/paper/2412.12507/) (2024)
- [Radiant Foam: Real-Time Differentiable Ray Tracing](https://mlsanity.com/paper/2502.01157/) (2025)
- [Volumetric Surfaces: Representing Fuzzy Geometries with Layered Meshes](https://mlsanity.com/paper/2409.02482/) (2024)
- [Content-Aware Texturing for Gaussian Splatting](https://mlsanity.com/paper/2512.02621/) (2025)
- [Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries](https://mlsanity.com/paper/2512.13796/) (2025)
- [GL-NeRF: Gauss-Laguerre Quadrature Enables Training-Free NeRF Acceleration](https://mlsanity.com/paper/2410.19831/) (2024)
- [From Transparent to Opaque: Rethinking Neural Implicit Surfaces with α-NeuS](https://mlsanity.com/paper/2411.05362/) (2024)
- [DirectFisheye-GS: Enabling Native Fisheye Input in Gaussian Splatting with Cross-View Joint Optimization](https://mlsanity.com/paper/2604.00648/) (2026)
- [Towards High-Fidelity Gaussian Splatting with Queried-Convolution Neural Networks](https://mlsanity.com/paper/2512.12898/) (2025)

## Abstract (arXiv)

We propose a novel Neural Radiance Field (NeRF) representation for non-opaque scenes that enables fast inference by utilizing textured polygons. Despite the high-quality novel view rendering that NeRF provides, a critical limitation is that it relies on volume rendering that can be computationally expensive and does not utilize the advancements in modern graphics hardware. Many existing methods fall short when it comes to modelling volumetric effects as they rely purely on surface rendering. We thus propose to model the scene with polygons, which can then be used to obtain the quadrature points required to model volumetric effects, and also their opacity and colour from the texture. To obtain such polygonal mesh, we train a specialized field whose zero-crossings would correspond to the quadrature points when volume rendering, and perform marching cubes on this field. We then perform ray-tracing and utilize the ray-tracing shader to obtain the final colour image. Our method allows an easy integration with existing graphics frameworks allowing rendering speed of over 100 frames-per-second for a 1920×1080 image, while still being able to represent non-opaque objects.
