NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis

Ben Mildenhall, Pratul P. Srinivasan, Matthew Tancik, Jonathan T. Barron, Ravi Ramamoorthi, Ren Ng

2020 · ECCV

NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis

Problem

Framing

Novel-view synthesis lacked a continuous scene representation that could recover complex geometry, non-Lambertian appearance, and high-resolution views from sparse posed images. NeRF closes this gap by fitting a 5D radiance field with differentiable volume rendering, positional encoding, and hierarchical ray sampling, then surpasses prior methods on PSNR, SSIM, and LPIPS.

Currently Used Methods

Direct antecedents

Proposed Method

Architecture

NeRF maps a 5D query (x,d)(\mathbf{x}, \mathbf{d}) to density σ\sigma and view-dependent color c\mathbf{c}. The core model is an 8-layer ReLU MLP with 256 channels; density depends on position, while color also conditions on viewing direction. Two networks are used: a coarse model for proposal sampling and a fine model for final rendering.

Verified architecture figure: NeRF samples 5D position-direction coordinates along camera rays, predicts color and density with an MLP, volume-renders each ray, and trains against image reconstruction loss.

Loss / Objective

Training minimizes coarse and fine RGB reconstruction over a batch of rays.

L=rR[C^c(r)C(r)22+C^f(r)C(r)22]\mathcal{L} = \sum_{\mathbf{r} \in \mathcal{R}} \left[ \| \hat{C}_c(\mathbf{r}) - C(\mathbf{r}) \|_2^2 + \| \hat{C}_f(\mathbf{r}) - C(\mathbf{r}) \|_2^2 \right]

Sampling Rule / Algorithm

Rendered color is the volume-rendered integral along each camera ray, approximated with quadrature.

C^(r)=i=1NTi(1exp(σiδi))ci,Ti=exp(j=1i1σjδj)\hat{C}(\mathbf{r}) = \sum_{i=1}^{N} T_i \left(1 - \exp(-\sigma_i \delta_i)\right) \mathbf{c}_i, \qquad T_i = \exp\left(-\sum_{j=1}^{i-1} \sigma_j \delta_j\right)

Hierarchical sampling draws fine samples from a piecewise-constant PDF induced by coarse weights.

Training Procedure

Evaluation

Datasets

Metrics

Headline results

Table 1: Per-scene PSNR on the realistic synthetic dataset

MethodChairDrumsFicusHotdogLegoMaterialsMicShip
SRN [42]26.9617.1820.7326.8120.8518.0926.8520.60
NV [24]28.3322.5824.7930.7126.0824.2227.7823.93
LLFF [28]28.7221.1321.7931.4124.5420.7227.4823.22
Ours33.0025.0130.1336.1832.5429.6232.9128.65

Ablations

Method Strengths and Weaknesses

Strengths

Weaknesses

Suggestions from the authors

Links

Prior Papers

No prior vault papers identified yet.

Further Papers