# Sampling for View Synthesis: From Local Light Field Fusion to Neural Radiance Fields and Beyond

arXiv: https://arxiv.org/abs/2408.04586 · HTML: https://mlsanity.com/paper/2408.04586/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 12 of its 44 references that are in the map.
- First posted on arXiv 8 Aug 2024.

## Builds on (most cited first, 12 of 12)

- [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)
- [Zero-1-to-3: Zero-shot One Image to 3D Object](https://mlsanity.com/paper/2303.11328/) (2023)
- [Local Light Field Fusion: Practical View Synthesis with Prescriptive Sampling Guidelines](https://mlsanity.com/paper/1905.00889/) (2019)
- [CAT3D: Create Anything in 3D with Multi-View Diffusion Models](https://mlsanity.com/paper/2405.10314/) (2024)
- [One-2-3-45++: Fast Single Image to 3D Objects with Consistent Multi-View Generation and 3D Diffusion](https://mlsanity.com/paper/2311.07885/) (2023)
- [NerfDiff: Single-image View Synthesis with NeRF-guided Distillation from 3D-aware Diffusion](https://mlsanity.com/paper/2302.10109/) (2023)
- [3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes](https://mlsanity.com/paper/2407.07090/) (2024)
- [Vision Transformer for NeRF-Based View Synthesis from a Single Input Image](https://mlsanity.com/paper/2207.05736/) (2022)
- [Learning to Synthesize a 4D RGBD Light Field from a Single Image](https://mlsanity.com/paper/1708.03292/) (2017)
- [A Construct-Optimize Approach to Sparse View Synthesis without Camera Pose](https://mlsanity.com/paper/2405.03659/) (2024)
- [NeRFs: The Search for the Best 3D Representation](https://mlsanity.com/paper/2308.02751/) (2023)

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

- [Depth-Guided Bundle Sampling for Efficient Generalizable Neural Radiance Field Reconstruction](https://mlsanity.com/paper/2505.19793/) (2025)

## Abstract (arXiv)

Capturing and rendering novel views of complex real-world scenes is a long-standing problem in computer graphics and vision, with applications in augmented and virtual reality, immersive experiences and 3D photography. The advent of deep learning has enabled revolutionary advances in this area, classically known as image-based rendering. However, previous approaches require intractably dense view sampling or provide little or no guidance for how users should sample views of a scene to reliably render high-quality novel views. Local light field fusion proposes an algorithm for practical view synthesis from an irregular grid of sampled views that first expands each sampled view into a local light field via a multiplane image scene representation, then renders novel views by blending adjacent local light fields. Crucially, we extend traditional plenoptic sampling theory to derive a bound that specifies precisely how densely users should sample views of a given scene when using our algorithm. We achieve the perceptual quality of Nyquist rate view sampling while using up to 4000x fewer views. Subsequent developments have led to new scene representations for deep learning with view synthesis, notably neural radiance fields, but the problem of sparse view synthesis from a small number of images has only grown in importance. We reprise some of the recent results on sparse and even single image view synthesis, while posing the question of whether prescriptive sampling guidelines are feasible for the new generation of image-based rendering algorithms.
