# Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering

arXiv: https://arxiv.org/abs/2412.04459 · HTML: https://mlsanity.com/paper/2412.04459/

## Key facts

- Cited by 35 papers in the map (data through 14 Oct 2026).
- Builds on 46 of its 63 references that are in the map.
- First posted on arXiv 5 Dec 2024.

## Builds on (most cited first, 30 of 46)

- [Very Deep Convolutional Networks for Large-Scale Image Recognition](https://mlsanity.com/paper/1409.1556/) (2014)
- [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)
- [SegFormer: Simple and Efficient Design for Semantic Segmentation with Transformers](https://mlsanity.com/paper/2105.15203/) (2021)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [4D Spatio-Temporal ConvNets: Minkowski Convolutional Neural Networks](https://mlsanity.com/paper/1904.08755/) (2019)
- [Efficient Geometry-aware 3D Generative Adversarial Networks](https://mlsanity.com/paper/2112.07945/) (2021)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [ScanNet++: A High-Fidelity Dataset of 3D Indoor Scenes](https://mlsanity.com/paper/2308.11417/) (2023)
- [Depth-supervised NeRF: Fewer Views and Faster Training for Free](https://mlsanity.com/paper/2107.02791/) (2021)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Nerfstudio: A Modular Framework for Neural Radiance Field Development](https://mlsanity.com/paper/2302.04264/) (2023)
- [Neuralangelo: High-Fidelity Neural Surface Reconstruction](https://mlsanity.com/paper/2306.03092/) (2023)
- [Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes](https://mlsanity.com/paper/2101.10994/) (2021)
- [NeuS2: Fast Learning of Neural Implicit Surfaces for Multi-view Reconstruction](https://mlsanity.com/paper/2212.05231/) (2022)
- [Submanifold Sparse Convolutional Networks](https://mlsanity.com/paper/1706.01307/) (2017)
- [BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis](https://mlsanity.com/paper/2302.14859/) (2023)
- [Geo-Neus: Geometry-Consistent Neural Implicit Surfaces Learning for Multi-view Reconstruction](https://mlsanity.com/paper/2205.15848/) (2022)
- [AM-RADIO: Agglomerative Vision Foundation Model -- Reduce All Domains Into One](https://mlsanity.com/paper/2312.06709/) (2023)

## Built on by (most cited first, 30 of 35)

- [GeoSVR: Taming Sparse Voxels for Geometrically Accurate Surface Reconstruction](https://mlsanity.com/paper/2509.18090/) (2025)
- [Radiance Meshes for Volumetric Reconstruction](https://mlsanity.com/paper/2512.04076/) (2025)
- [DARB-Splatting: Generalizing Splatting with Decaying Anisotropic Radial Basis Functions](https://mlsanity.com/paper/2501.12369/) (2025)
- [Triangle Splatting+: Differentiable Rendering with Opaque Triangles](https://mlsanity.com/paper/2509.25122/) (2025)
- [OpenVoxel: Training-Free Grouping and Captioning Voxels for Open-Vocabulary 3D Scene Understanding](https://mlsanity.com/paper/2601.09575/) (2026)
- [Geometry-Grounded Gaussian Splatting](https://mlsanity.com/paper/2601.17835/) (2026)
- [Speeding Up the Learning of 3D Gaussians with Much Shorter Gaussian Lists](https://mlsanity.com/paper/2603.09277/) (2026)
- [TextureSplat: Per-Primitive Texture Mapping for Reflective Gaussian Splatting](https://mlsanity.com/paper/2506.13348/) (2025)
- [WarpRF: Multi-View Consistency for Training-Free Uncertainty Quantification and Applications in Radiance Fields](https://mlsanity.com/paper/2506.22433/) (2025)
- [SaLF: Sparse Local Fields for Multi-Sensor Rendering in Real-Time](https://mlsanity.com/paper/2507.18713/) (2025)
- [2DGS-R: Revisiting the Normal Consistency Regularization in 2D Gaussian Splatting](https://mlsanity.com/paper/2510.16837/) (2025)
- [Confidence-Based Mesh Extraction from 3D Gaussians](https://mlsanity.com/paper/2603.24725/) (2026)
- [MinkOcc: Towards real-time label-efficient semantic occupancy prediction](https://mlsanity.com/paper/2504.02270/) (2025)
- [Open-Vocabulary Indoor Object Grounding with 3D Hierarchical Scene Graph](https://mlsanity.com/paper/2507.12123/) (2025)
- [SVRecon: Sparse Voxel Rasterization for Surface Reconstruction](https://mlsanity.com/paper/2511.17364/) (2025)
- [DVSM: Decoder-only View Synthesis Model Done Right](https://mlsanity.com/paper/2605.29891/) (2026)
- [M3DMap: Object-aware Multimodal 3D Mapping for Dynamic Environments](https://mlsanity.com/paper/2508.17044/) (2025)
- [A Bag of Tricks for Efficient Implicit Neural Point Clouds](https://mlsanity.com/paper/2508.19140/) (2025)
- [LiteVoxel: Low-memory Intelligent Thresholding for Efficient Voxel Rasterization](https://mlsanity.com/paper/2511.02510/) (2025)
- [Radiant Foam Rendering on a Graph Processor](https://mlsanity.com/paper/2601.04382/) (2026)
- [Advancing Structured Priors for Sparse-Voxel Surface Reconstruction](https://mlsanity.com/paper/2601.17720/) (2026)
- [LESV: Language Embedded Sparse Voxel Fusion for Open-Vocabulary 3D Scene Understanding](https://mlsanity.com/paper/2604.01388/) (2026)
- [Revisiting Photometric Ambiguity for Accurate Gaussian-Splatting Surface Reconstruction](https://mlsanity.com/paper/2605.12494/) (2026)
- [Articulated Object Reconstruction from Rest-State Observation](https://mlsanity.com/paper/2607.27749/) (2026)
- [Transforming harmonic coefficients for 3D splat compression](https://mlsanity.com/paper/2609.15735/) (2026)
- [4D Neural Voxel Splatting: Dynamic Scene Rendering with Voxelized Guassian Splatting](https://mlsanity.com/paper/2511.00560/) (2025)
- [Quantile Rendering: Efficiently Embedding High-dimensional Feature on 3D Gaussian Splatting](https://mlsanity.com/paper/2512.20927/) (2025)
- [From Implicit Ambiguity to Explicit Solidity: Diagnosing Interior Geometric Degradation in Neural Radiance Fields for Dense 3D Scene Understanding](https://mlsanity.com/paper/2601.21421/) (2026)
- [Language and Geometry Grounded Sparse Voxel Representations for Holistic Scene Understanding](https://mlsanity.com/paper/2602.15734/) (2026)
- [EventHub: Data Factory for Generalizable Event-Based Stereo Networks without Active Sensors](https://mlsanity.com/paper/2604.02331/) (2026)

## Abstract (arXiv)

We propose an efficient radiance field rendering algorithm that incorporates a rasterization process on adaptive sparse voxels without neural networks or 3D Gaussians. There are two key contributions coupled with the proposed system. The first is to adaptively and explicitly allocate sparse voxels to different levels of detail within scenes, faithfully reproducing scene details with 655363 grid resolution while achieving high rendering frame rates. Second, we customize a rasterizer for efficient adaptive sparse voxels rendering. We render voxels in the correct depth order by using ray direction-dependent Morton ordering, which avoids the well-known popping artifact found in Gaussian splatting. Our method improves the previous neural-free voxel model by over 4db PSNR and more than 10x FPS speedup, achieving state-of-the-art comparable novel-view synthesis results. Additionally, our voxel representation is seamlessly compatible with grid-based 3D processing techniques such as Volume Fusion, Voxel Pooling, and Marching Cubes, enabling a wide range of future extensions and applications.
