N-BVH: Neural ray queries with bounding volume hierarchies
Not on the map. Why?
Abstract (arXiv)
Neural representations have shown spectacular ability to compress complex signals in a fraction of the raw data size. In 3D computer graphics, the bulk of a scene's memory usage is due to polygons and textures, making them ideal candidates for neural compression. Here, the main challenge lies in finding good trade-offs between efficient compression and cheap inference while minimizing training time. In the context of rendering, we adopt a ray-centric approach to this problem and devise N-BVH, a neural compression architecture designed to answer arbitrary ray queries in 3D. Our compact model is learned from the input geometry and substituted for it whenever a ray intersection is queried by a path-tracing engine. While prior neural compression methods have focused on point queries, ours proposes neural ray queries that integrate seamlessly into standard ray-tracing pipelines. At the core of our method, we employ an adaptive BVH-driven probing scheme to optimize the parameters of a multi-resolution hash grid, focusing its neural capacity on the sparse 3D occupancy swept by the original surfaces. As a result, our N-BVH can serve accurate ray queries from a representation that is more than an order of magnitude more compact, providing faithful approximations of visibility, depth, and appearance attributes. The flexibility of our method allows us to combine and overlap neural and non-neural entities within the same 3D scene and extends to appearance level of detail.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 10 of its 30 references that are in the map. First posted on arXiv 25 May 2024.
Builds on
10 of 30 references.
References · 10
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,698
- 2019DeepSDF: Learning Continuous Signed Distance Functions for Shape Representationcited by 2,682
- 2021Neural Fields in Visual Computing and Beyondcited by 539
- 2021Baking Neural Radiance Fields for Real-Time View Synthesiscited by 465
- 2021Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapescited by 426
- 2022Variable Bitrate Neural Fieldscited by 116
- 2023Adaptive Shells for Efficient Neural Radiance Field Renderingcited by 69
- 2021ACORN: Adaptive Coordinate Networks for Neural Scene Representationcited by 64
- 2022PRIF: Primary Ray-based Implicit Functioncited by 17
- 2022TINC: Tree-structured Implicit Neural Compressioncited by 14
Built on by
Not cited yet.