# INPC: Implicit Neural Point Clouds for Radiance Field Rendering

arXiv: https://arxiv.org/abs/2403.16862 · HTML: https://mlsanity.com/paper/2403.16862/

## Key facts

- Cited by 10 papers in the map (data through 14 Oct 2026).
- Builds on 51 of its 86 references that are in the map.
- First posted on arXiv 25 Mar 2024.

## Builds on (most cited first, 30 of 51)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [Very Deep Convolutional Networks for Large-Scale Image Recognition](https://mlsanity.com/paper/1409.1556/) (2014)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [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)
- [Perceptual Losses for Real-Time Style Transfer and Super-Resolution](https://mlsanity.com/paper/1603.08155/) (2016)
- [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)
- [Photo-Realistic Single Image Super-Resolution Using a Generative Adversarial Network](https://mlsanity.com/paper/1609.04802/) (2016)
- [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)
- [On the Continuity of Rotation Representations in Neural Networks](https://mlsanity.com/paper/1812.07035/) (2018)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [MVSNet: Depth Inference for Unstructured Multi-view Stereo](https://mlsanity.com/paper/1804.02505/) (2018)
- [MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo](https://mlsanity.com/paper/2103.15595/) (2021)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [Advances in Neural Rendering](https://mlsanity.com/paper/2111.05849/) (2021)
- [SynSin: End-to-end View Synthesis from a Single Image](https://mlsanity.com/paper/1912.08804/) (2019)
- [Neural Point-Based Graphics](https://mlsanity.com/paper/1906.08240/) (2019)
- [ReconFusion: 3D Reconstruction with Diffusion Priors](https://mlsanity.com/paper/2312.02981/) (2023)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [Deferred Neural Rendering: Image Synthesis using Neural Textures](https://mlsanity.com/paper/1904.12356/) (2019)
- [Learned Initializations for Optimizing Coordinate-Based Neural Representations](https://mlsanity.com/paper/2012.02189/) (2020)
- [Differentiable Surface Splatting for Point-based Geometry Processing](https://mlsanity.com/paper/1906.04173/) (2019)

## Built on by (most cited first, 10 of 10)

- [Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparency](https://mlsanity.com/paper/2410.08129/) (2024)
- [VR-Splatting: Foveated Radiance Field Rendering via 3D Gaussian Splatting and Neural Points](https://mlsanity.com/paper/2410.17932/) (2024)
- [D-NPC: Dynamic Neural Point Clouds for Non-Rigid View Synthesis from Monocular Video](https://mlsanity.com/paper/2406.10078/) (2024)
- [Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstruction](https://mlsanity.com/paper/2604.01204/) (2026)
- [Towards Integrating Multi-Spectral Imaging with Gaussian Splatting](https://mlsanity.com/paper/2509.00989/) (2025)
- [Refinement of Monocular Depth Maps via Multi-View Differentiable Rendering](https://mlsanity.com/paper/2410.03861/) (2024)
- [A Bag of Tricks for Efficient Implicit Neural Point Clouds](https://mlsanity.com/paper/2508.19140/) (2025)
- [SurfFill: Completion of LiDAR Point Clouds via Gaussian Surfel Splatting](https://mlsanity.com/paper/2512.03010/) (2025)
- [Eulerian Gaussian Splatting using Hashed Probability Pyramids](https://mlsanity.com/paper/2605.29136/) (2026)
- [Compact Neural Appearance Models for Efficient Gaussian Splatting](https://mlsanity.com/paper/2609.05255/) (2026)

## Abstract (arXiv)

We introduce a new approach for reconstruction and novel view synthesis of unbounded real-world scenes. In contrast to previous methods using either volumetric fields, grid-based models, or discrete point cloud proxies, we propose a hybrid scene representation, which implicitly encodes the geometry in a continuous octree-based probability field and view-dependent appearance in a multi-resolution hash grid. This allows for extraction of arbitrary explicit point clouds, which can be rendered using rasterization. In doing so, we combine the benefits of both worlds and retain favorable behavior during optimization: Our novel implicit point cloud representation and differentiable bilinear rasterizer enable fast rendering while preserving the fine geometric detail captured by volumetric neural fields. Furthermore, this representation does not depend on priors like structure-from-motion point clouds. Our method achieves state-of-the-art image quality on common benchmarks. Furthermore, we achieve fast inference at interactive frame rates, and can convert our trained model into a large, explicit point cloud to further enhance performance.
