# Rip-NeRF: Anti-aliasing Radiance Fields with Ripmap-Encoded Platonic Solids

arXiv: https://arxiv.org/abs/2405.02386 · HTML: https://mlsanity.com/paper/2405.02386/

## Key facts

- Cited by 23 papers in the map (data through 14 Oct 2026).
- Builds on 38 of its 71 references that are in the map.
- First posted on arXiv 3 May 2024.

## Builds on (most cited first, 30 of 38)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [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)
- [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)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [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)
- [K-Planes: Explicit Radiance Fields in Space, Time, and Appearance](https://mlsanity.com/paper/2301.10241/) (2023)
- [Local Light Field Fusion: Practical View Synthesis with Prescriptive Sampling Guidelines](https://mlsanity.com/paper/1905.00889/) (2019)
- [Nerfstudio: A Modular Framework for Neural Radiance Field Development](https://mlsanity.com/paper/2302.04264/) (2023)
- [NICE-SLAM: Neural Implicit Scalable Encoding for SLAM](https://mlsanity.com/paper/2112.12130/) (2021)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [NeRSemble: Multi-view Radiance Field Reconstruction of Human Heads](https://mlsanity.com/paper/2305.03027/) (2023)
- [Neural Volumes: Learning Dynamic Renderable Volumes from Images](https://mlsanity.com/paper/1906.07751/) (2019)
- [HumanRF: High-Fidelity Neural Radiance Fields for Humans in Motion](https://mlsanity.com/paper/2305.06356/) (2023)
- [DreamEditor: Text-Driven 3D Scene Editing with Neural Fields](https://mlsanity.com/paper/2306.13455/) (2023)
- [Efficient Neural Radiance Fields for Interactive Free-viewpoint Video](https://mlsanity.com/paper/2112.01517/) (2021)
- [Variable Bitrate Neural Fields](https://mlsanity.com/paper/2206.07707/) (2022)
- [Editable Scene Simulation for Autonomous Driving via Collaborative LLM-Agents](https://mlsanity.com/paper/2402.05746/) (2024)
- [ReLU Fields: The Little Non-linearity That Could](https://mlsanity.com/paper/2205.10824/) (2022)
- [Differentiable Point-Based Radiance Fields for Efficient View Synthesis](https://mlsanity.com/paper/2205.14330/) (2022)
- [Real-Time Radiance Fields for Single-Image Portrait View Synthesis](https://mlsanity.com/paper/2305.02310/) (2023)
- [SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration](https://mlsanity.com/paper/2312.07541/) (2023)
- [CamP: Camera Preconditioning for Neural Radiance Fields](https://mlsanity.com/paper/2308.10902/) (2023)
- [LatentAvatar: Learning Latent Expression Code for Expressive Neural Head Avatar](https://mlsanity.com/paper/2305.01190/) (2023)
- [PAD: A Dataset and Benchmark for Pose-agnostic Anomaly Detection](https://mlsanity.com/paper/2310.07716/) (2023)

## Built on by (most cited first, 23 of 23)

- [TrajectoryCrafter: Redirecting Camera Trajectory for Monocular Videos via Diffusion Models](https://mlsanity.com/paper/2503.05638/) (2025)
- [PUGS: Zero-shot Physical Understanding with Gaussian Splatting](https://mlsanity.com/paper/2502.12231/) (2025)
- [Drone-assisted Road Gaussian Splatting with Cross-view Uncertainty](https://mlsanity.com/paper/2408.15242/) (2024)
- [iVR-GS: Inverse Volume Rendering for Explorable Visualization via Editable 3D Gaussian Splatting](https://mlsanity.com/paper/2504.17954/) (2025)
- [GaussianArt: Unified Modeling of Geometry and Motion for Articulated Objects](https://mlsanity.com/paper/2508.14891/) (2025)
- [HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Rendering](https://mlsanity.com/paper/2412.01823/) (2024)
- [PartRM: Modeling Part-Level Dynamics with Large Cross-State Reconstruction Model](https://mlsanity.com/paper/2503.19913/) (2025)
- [Unifying Appearance Codes and Bilateral Grids for Driving Scene Gaussian Splatting](https://mlsanity.com/paper/2506.05280/) (2025)
- [CRUISE: Cooperative Reconstruction and Editing in V2X Scenarios using Gaussian Splatting](https://mlsanity.com/paper/2507.18473/) (2025)
- [UrbanGS: Semantic-Guided Gaussian Splatting for Urban Scene Reconstruction](https://mlsanity.com/paper/2412.03473/) (2024)
- [Engine-Native Editable 3D World Reconstruction with Objects and Lighting](https://mlsanity.com/paper/2607.20889/) (2026)
- [From Rays to Projections: Better Inputs for Feed-Forward View Synthesis](https://mlsanity.com/paper/2601.05116/) (2026)
- [Car-GS: Addressing Reflective and Transparent Surface Challenges in 3D Car Reconstruction](https://mlsanity.com/paper/2501.11020/) (2025)
- [FB-4D: Spatial-Temporal Coherent Dynamic 3D Content Generation with Feature Banks](https://mlsanity.com/paper/2503.20784/) (2025)
- [UniWorld-View: Large-Baseline View Synthesis via Video Diffusion Models](https://mlsanity.com/paper/2608.04701/) (2026)
- [Spatial Annealing for Efficient Few-shot Neural Rendering](https://mlsanity.com/paper/2406.07828/) (2024)
- [Alias-free 4D Gaussian Splatting](https://mlsanity.com/paper/2511.18367/) (2025)
- [Benchmarking PhD-Level Coding in 3D Geometric Computer Vision](https://mlsanity.com/paper/2603.30038/) (2026)
- [TideGS: Scalable Training of Over One Billion 3D Gaussian Splatting Primitives via Out-of-Core Optimization](https://mlsanity.com/paper/2605.20150/) (2026)
- [Spectral-GS: Taming 3D Gaussian Splatting with Spectral Entropy](https://mlsanity.com/paper/2409.12771/) (2024)
- [Spectral Prefiltering of Neural Fields](https://mlsanity.com/paper/2510.08394/) (2025)
- [Generalizable NGP-SR: Generalizable Neural Radiance Fields Super-Resolution via Neural Graph Primitives](https://mlsanity.com/paper/2603.20128/) (2026)
- [High-fidelity Multi-view Normal Integration with Scale-encoded Neural Surface Representation](https://mlsanity.com/paper/2603.20337/) (2026)

## Abstract (arXiv)

Despite significant advancements in Neural Radiance Fields (NeRFs), the renderings may still suffer from aliasing and blurring artifacts, since it remains a fundamental challenge to effectively and efficiently characterize anisotropic areas induced by the cone-casting procedure. This paper introduces a Ripmap-Encoded Platonic Solid representation to precisely and efficiently featurize 3D anisotropic areas, achieving high-fidelity anti-aliasing renderings. Central to our approach are two key components: Platonic Solid Projection and Ripmap encoding. The Platonic Solid Projection factorizes the 3D space onto the unparalleled faces of a certain Platonic solid, such that the anisotropic 3D areas can be projected onto planes with distinguishable characterization. Meanwhile, each face of the Platonic solid is encoded by the Ripmap encoding, which is constructed by anisotropically pre-filtering a learnable feature grid, to enable featurzing the projected anisotropic areas both precisely and efficiently by the anisotropic area-sampling. Extensive experiments on both well-established synthetic datasets and a newly captured real-world dataset demonstrate that our Rip-NeRF attains state-of-the-art rendering quality, particularly excelling in the fine details of repetitive structures and textures, while maintaining relatively swift training times.
