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by mike_hearn 815 days ago
NeRFS. It's a rethink of 3D graphics from the ground up, oriented around positioning glowing translucent orbs instead of textured polygons. The positioning and color of the orbs is learned by a NN given accurate multi-angle camera shots and poses, then you can render them on GPUs by ray tracing. The resulting scenes are entirely photo-realistic, as they were generated from photos, but they can also be explored.

In theory you can also animate such scenes but how to actually do that is still a research problem.

Whether this will end up being better than really well optimized polygon based systems like Nanite+photogrammetry is also an open question. The existing poly pipes are pretty damn good already.

4 comments

What you're talking about is I think gaussian splats. NeRFS are exclusively radiance fields without any sort of regular 3d representation.
Yes, I think Gaussian Splats are were all the rage is.

My limited understanding is that Nerfs are compute-heavy because each cloud point is essentially a small neural network that can compute its value from a specific camera angle. Gaussian splats are interesting since they achieve almost the same effect using a much simpler mechanism of using gaussian values at each cloud points and can be efficiently computed in real-time on GPU.

While a Nerf could be used to render a novel view of a scene, it could not do so in real-time, while gaussian splats can which opens up lots of use-cases.

> My limited understanding is that Nerfs are compute-heavy because each cloud point is essentially a small neural network

There's no point cloud in NeRFs. A NeRF scene is a continuous representation in a neural network, i.e. the scene is represented by neural network weights, but (unlike with 3D Gaussian Splatting) there's no explicit representation of any points. Nobody can tell you what any of the network weights represent, and there's no part of it that explicitly tells you "we have a point at location (x, y, z)". That's why 3D Gaussian Splatting is much easier to work with and create editing tools for.

Interesting. Thanks for the clarification.
There's a couple of computerphile videos on this:

nerfs: https://youtu.be/wKsoGiENBHU Gaussian platting: https://youtu.be/VkIJbpdTujE

Very cool, thanks! NeRFs = Neural Radiance Fields, here [1] is the first hit I got that provides some example images.

[1]: https://www.matthewtancik.com/nerf

>Whether this will end up being better than really well optimized polygon based systems like Nanite+photogrammetry is also an open question

I think this is pretty much settled unless we encounter any fundamental new theory roadblocks on the path of scaling ML compute. Polygon based systems like Nanite took 40+ years to develop. With Moore's law finally out of the way and Huang's law replacing it for ML, hardware development is no longer the issue. Neural visual computing today is where polygons where in the 80s. I have no doubt that it will revolutionize the industry, if only because it is so much easier to work with for artists and designers in principle. As a near-term intermediate we will probably see a lot of polygon renderers with neural generated stuff inbetween, like DLSS or just artificially generated models/textures. But this stuff we have today is like the Wright brother's first flight compared to the moon landing. I think in 40 years we'll have comprehensive real time neural rendering engines. Possibly even rendering output directly to your visual cortex, if medical science can keep up.

It's easier to just turn NeRFs/splats into polygons for faster rendering.
That's only true today. And it's quite difficult for artists by comparison. I don't think people will bother with the complexities of polygon based graphics once they no longer have to.
Rasterisation will always be faster, it's mathematically simpler.
Not really. Look at how many calculations a single pixel needs in modern PBR pipelines just from shaders. And we're not even talking about the actual scene logic. A super-realistic recreation of reality will probably need a kind of learned, streaming compression that neural networks are naturally suited for.
neural networks will be used on top of polygon based models