UE4-NeRF:Neural Radiance Field for Real-Time Rendering of Large-Scale Scene

📄 arXiv: 2310.13263v1 📥 PDF

作者: Jiaming Gu, Minchao Jiang, Hongsheng Li, Xiaoyuan Lu, Guangming Zhu, Syed Afaq Ali Shah, Liang Zhang, Mohammed Bennamoun

分类: cs.CV

发布日期: 2023-10-20

备注: Accepted by NeurIPS2023

🔗 代码/项目: PROJECT_PAGE


💡 一句话要点

提出UE4-NeRF以解决大规模场景实时渲染问题

🎯 匹配领域: 支柱三:空间感知与语义 (Perception & Semantics)

关键词: 神经辐射场 实时渲染 大规模场景 虚幻引擎 细节层次 3D重建 计算机视觉

📋 核心要点

  1. 现有的NeRF方法在大规模场景的实时渲染方面存在显著的性能瓶颈,限制了其在交互式应用中的使用。
  2. 本文提出的UE4-NeRF通过将大场景划分为多个子NeRF,并利用多级细节网格优化,实现了高效的实时渲染。
  3. 实验结果表明,UE4-NeRF在4K分辨率下可达到43 FPS的渲染帧率,且渲染质量与最先进的方法相当。

📝 摘要(中文)

神经辐射场(NeRF)是一种新颖的隐式3D重建方法,能够仅通过一组照片重建3D场景。然而,其在大规模场景的实时渲染能力仍存在显著限制。为了解决这些挑战,本文提出了一种名为UE4-NeRF的新型神经渲染系统,专门设计用于大规模场景的实时渲染。我们将每个大场景划分为不同的子NeRF,并通过构建多个规则八面体初始化多边形网格,训练过程中不断优化多边形面的顶点。借鉴细节层次(LOD)技术,我们为不同观察级别训练了不同细节层次的网格。该方法结合了虚幻引擎4(UE4)的光栅化管线,实现了4K分辨率下高达43帧每秒的大规模场景实时渲染。

🔬 方法详解

问题定义:本文旨在解决现有NeRF方法在大规模场景实时渲染中的性能不足,尤其是在交互式应用场景下的渲染速度和质量问题。

核心思路:通过将大规模场景划分为多个子NeRF,并利用多级细节网格进行优化,UE4-NeRF能够在保证渲染质量的同时,实现实时渲染。

技术框架:该方法的整体架构包括场景划分、网格初始化、细节层次训练和与UE4光栅化管线的结合,确保高效的渲染流程。

关键创新:最重要的创新在于将场景划分为多个独立的子NeRF,并结合LOD技术训练不同细节层次的网格,从而实现实时渲染。

关键设计:在技术细节上,采用了多边形网格初始化和顶点优化策略,结合了不同观察级别的细节层次训练,确保了渲染的高效性和质量。

🖼️ 关键图片

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📊 实验亮点

实验结果显示,UE4-NeRF在4K分辨率下实现了高达43 FPS的渲染帧率,且渲染质量与当前最先进的方法相当,展现出显著的性能提升,尤其是在大规模场景的实时渲染中。

🎯 应用场景

该研究的潜在应用领域包括游戏开发、虚拟现实和增强现实等,能够为用户提供更为流畅和真实的交互体验。随着技术的进步,UE4-NeRF有望在实时3D渲染领域产生深远影响,推动相关行业的发展。

📄 摘要(原文)

Neural Radiance Fields (NeRF) is a novel implicit 3D reconstruction method that shows immense potential and has been gaining increasing attention. It enables the reconstruction of 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, still has significant limitations. To address these challenges, in this paper, we propose a novel neural rendering system called UE4-NeRF, specifically designed for real-time rendering of large-scale scenes. We partitioned each large scene into different sub-NeRFs. In order to represent the partitioned independent scene, we initialize polygonal meshes by constructing multiple regular octahedra within the scene and the vertices of the polygonal faces are continuously optimized during the training process. Drawing inspiration from Level of Detail (LOD) techniques, we trained meshes of varying levels of detail for different observation levels. Our approach combines with the rasterization pipeline in Unreal Engine 4 (UE4), achieving real-time rendering of large-scale scenes at 4K resolution with a frame rate of up to 43 FPS. Rendering within UE4 also facilitates scene editing in subsequent stages. Furthermore, through experiments, we have demonstrated that our method achieves rendering quality comparable to state-of-the-art approaches. Project page: https://jamchaos.github.io/UE4-NeRF/.