# Timeliness-Fidelity Tradeoff in 3D Scene Representations

arXiv: https://arxiv.org/abs/2407.16575 · HTML: https://mlsanity.com/paper/2407.16575/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 24 of its 36 references that are in the map.
- First posted on arXiv 23 Jul 2024.

## Builds on (most cited first, 24 of 24)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [K-Planes: Explicit Radiance Fields in Space, Time, and Appearance](https://mlsanity.com/paper/2301.10241/) (2023)
- [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)
- [iMAP: Implicit Mapping and Positioning in Real-Time](https://mlsanity.com/paper/2103.12352/) (2021)
- [MonoSDF: Exploring Monocular Geometric Cues for Neural Implicit Surface Reconstruction](https://mlsanity.com/paper/2206.00665/) (2022)
- [Advances in Neural Rendering](https://mlsanity.com/paper/2111.05849/) (2021)
- [NeRF-SLAM: Real-Time Dense Monocular SLAM with Neural Radiance Fields](https://mlsanity.com/paper/2210.13641/) (2022)
- [Learning Task-Oriented Communication for Edge Inference: An Information Bottleneck Approach](https://mlsanity.com/paper/2102.04170/) (2021)
- [Personalized Saliency in Task-Oriented Semantic Communications: Image Transmission and Performance Analysis](https://mlsanity.com/paper/2209.12274/) (2022)
- [Unsupervised Learning of Depth, Optical Flow and Pose with Occlusion from 3D Geometry](https://mlsanity.com/paper/2003.00766/) (2020)
- [Computer Vision Aided mmWave Beam Alignment in V2X Communications](https://mlsanity.com/paper/2207.11409/) (2022)
- [Single-step deep reinforcement learning for open-loop control of laminar and turbulent flows](https://mlsanity.com/paper/2006.02979/) (2020)
- [Neural radiance fields in the industrial and robotics domain: applications, research opportunities and use cases](https://mlsanity.com/paper/2308.07118/) (2023)
- [NerfBridge: Bringing Real-time, Online Neural Radiance Field Training to Robotics](https://mlsanity.com/paper/2305.09761/) (2023)
- [Task-Oriented Cross-System Design for Timely and Accurate Modeling in the Metaverse](https://mlsanity.com/paper/2309.05622/) (2023)
- [Effective Communication: When to Pull Updates?](https://mlsanity.com/paper/2311.06432/) (2023)
- [Status Updates Through Multicast Networks](https://mlsanity.com/paper/1709.02427/) (2017)
- [On the Age of Information in Internet of Things Systems with Correlated Devices](https://mlsanity.com/paper/2001.11162/) (2020)
- [Latency and Information Freshness in Multipath Communications for Virtual Reality](https://mlsanity.com/paper/2106.05652/) (2021)

## Abstract (arXiv)

Real-time three-dimensional (3D) scene representations serve as one of the building blocks that bolster various innovative applications, e.g., digital manufacturing, Virtual/Augmented/Extended/Mixed Reality (VR/AR/XR/MR), and the metaverse. Despite substantial efforts that have been made to real-time communications and computing, real-time 3D scene representations remain a challenging task. This paper investigates the tradeoff between timeliness and fidelity in real-time 3D scene representations. Specifically, we establish a framework to evaluate the impact of communication delay on the tradeoff, where the real-world scenario is monitored by multiple cameras that communicate with an edge server. To improve fidelity for 3D scene representations, we propose to use a single-step Proximal Policy Optimization (PPO) method that leverages the Age of Information (AoI) to decide if the received image needs to be involved in 3D scene representations and rendering. We test our framework and the proposed approach with different well-known 3D scene representation methods. Simulation results reveal that real-time 3D scene representation can be sensitively affected by communication delay, and our proposed method can achieve optimal 3D scene representation results.
