# Efficient Visibility Approximation for Game AI using Neural Omnidirectional Distance Fields

arXiv: https://arxiv.org/abs/2407.03330 · HTML: https://mlsanity.com/paper/2407.03330/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 19 of its 44 references that are in the map.
- First posted on arXiv 9 May 2024.

## Builds on (most cited first, 19 of 19)

- [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)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [On the Spectral Bias of Neural Networks](https://mlsanity.com/paper/1806.08734/) (2018)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Block-NeRF: Scalable Large Scene Neural View Synthesis](https://mlsanity.com/paper/2202.05263/) (2022)
- [HexPlane: A Fast Representation for Dynamic Scenes](https://mlsanity.com/paper/2301.09632/) (2023)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [Neural Scene Graphs for Dynamic Scenes](https://mlsanity.com/paper/2011.10379/) (2020)
- [Neural Unsigned Distance Fields for Implicit Function Learning](https://mlsanity.com/paper/2010.13938/) (2020)
- [Sparse Gaussian Processes with Spherical Harmonic Features](https://mlsanity.com/paper/2006.16649/) (2020)
- [PRIF: Primary Ray-based Implicit Function](https://mlsanity.com/paper/2208.06143/) (2022)
- [RayDF: Neural Ray-surface Distance Fields with Multi-view Consistency](https://mlsanity.com/paper/2310.19629/) (2023)
- [NeuralODF: Learning Omnidirectional Distance Fields for 3D Shape Representation](https://mlsanity.com/paper/2206.05837/) (2022)
- [Real-Time Neural BRDF with Spherically Distributed Primitives](https://mlsanity.com/paper/2310.08332/) (2023)

## Built on by (most cited first, 1 of 1)

- [Augmenting Game AI with Deep Reinforcement Learning](https://mlsanity.com/paper/2606.20210/) (2026)

## Abstract (arXiv)

Visibility information is critical in game AI applications, but the computational cost of raycasting-based methods poses a challenge for real-time systems. To address this challenge, we propose a novel method that represents a partitioned game scene as neural Omnidirectional Distance Fields (ODFs), allowing scalable and efficient visibility approximation between positions without raycasting. For each position of interest, we map its omnidirectional distance data from the spherical surface onto a UV plane. We then use multi-resolution grids and bilinearly interpolated features to encode directions. This allows us to use a compact multi-layer perceptron (MLP) to reconstruct the high-frequency directional distance data at these positions, ensuring fast inference speed. We demonstrate the effectiveness of our method through offline experiments and in-game evaluation. For in-game evaluation, we conduct a side-by-side comparison with raycasting-based visibility tests in three different scenes. Using a compact MLP (128 neurons and 2 layers), our method achieves an average cold start speedup of 9.35 times and warm start speedup of 4.8 times across these scenes. In addition, unlike the raycasting-based method, whose evaluation time is affected by the characteristics of the scenes, our method's evaluation time remains constant.
