NeurIPS 2023 Papers

Conference on Neural Information Processing Systems

Decision breakdown

3,584papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Oral
    772.1%
  • Spotlight
    40011.2%
  • Poster
    3,10786.7%

Browse all papers

Object Reprojection Error (ORE): Camera pose benchmarks from lightweight tracking annotations

Xingyu Chen, Weiyao Wang, Hao Tang, Matt Feiszli

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3D spatial understanding is highly valuable in the context of semantic modeling of environments, agents, and their relationships. Semantic modeling approaches employed on monocular video often ingest outputs from off-the-shelf SLAM/SfM pipelines, which are anecdotally observed to perform poorly or fail completely on some fraction of the videos of interest. These target videos may vary widely in complexity of scenes, activities, camera trajectory, etc. Unfortunately, such semantically-rich video data often comes with no ground-truth 3D information, and in practice it is prohibitively costly or impossible to obtain ground truth reconstructions or camera pose post-hoc. This paper proposes a novel evaluation protocol, Object Reprojection Error (ORE) to benchmark camera trajectories; ORE computes reprojection error for static objects within the video and requires only lightweight object tracklet annotations. These annotations are easy to gather on new or existing video, enabling ORE to be calculated on essentially arbitrary datasets. We show that ORE maintains high rank correlation with standard metrics based on groundtruth. Leveraging ORE, we source videos and annotations from Ego4D-EgoTracks, resulting in EgoStatic, a large-scale diverse dataset for evaluating camera trajectories in-the-wild.

Poster
RayDF: Neural Ray-surface Distance Fields with Multi-view Consistency

Zhuoman Liu, Bo Yang, Yan Luximon, Ajay Kumar, Jinxi Li

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In this paper, we study the problem of continuous 3D shape representations. The majority of existing successful methods are coordinate-based implicit neural representations. However, they are inefficient to render novel views or recover explicit surface points. A few works start to formulate 3D shapes as ray-based neural functions, but the learned structures are inferior due to the lack of multi-view geometry consistency. To tackle these challenges, we propose a new framework called RayDF. It consists of three major components: 1) the simple ray-surface distance field, 2) the novel dual-ray visibility classifier, and 3) a multi-view consistency optimization module to drive the learned ray-surface distances to be multi-view geometry consistent. We extensively evaluate our method on three public datasets, demonstrating remarkable performance in 3D surface point reconstruction on both synthetic and challenging real-world 3D scenes, clearly surpassing existing coordinate-based and ray-based baselines. Most notably, our method achieves a 1000x faster speed than coordinate-based methods to render an 800x800 depth image, showing the superiority of our method for 3D shape representation. Our code and data are available at https://github.com/vLAR-group/RayDF

Poster
NeuroGF: A Neural Representation for Fast Geodesic Distance and Path Queries

Qijian Zhang, Junhui Hou, Yohanes Yudhi Adikusuma, Wenping Wang, Ying He

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Geodesics play a critical role in many geometry processing applications. Traditional algorithms for computing geodesics on 3D mesh models are often inefficient and slow, which make them impractical for scenarios requiring extensive querying of arbitrary point-to-point geodesics. Recently, deep implicit functions have gained popularity for 3D geometry representation, yet there is still no research on neural implicit representation of geodesics. To bridge this gap, we make the first attempt to represent geodesics using implicit learning frameworks. Specifically, we propose neural geodesic field (NeuroGF), which can be learned to encode all-pairs geodesics of a given 3D mesh model, enabling to efficiently and accurately answer queries of arbitrary point-to-point geodesic distances and paths. Evaluations on common 3D object models and real-captured scene-level meshes demonstrate our exceptional performances in terms of representation accuracy and querying efficiency. Besides, NeuroGF also provides a convenient way of jointly encoding both 3D geometry and geodesics in a unified representation. Moreover, the working mode of per-model overfitting is further extended to generalizable learning frameworks that can work on various input formats such as unstructured point clouds, which also show satisfactory performances for unseen shapes and categories. Our code and data are available at https://github.com/keeganhk/NeuroGF.

Poster
A Dataset of Relighted 3D Interacting Hands

Gyeongsik Moon, Shunsuke Saito, Weipeng Xu, Rohan Joshi, Julia Buffalini, Harley Bellan, Nicholas Matthew Rosen, Jesse Richardson, Mallorie Mize, Philippe De Bree, Tomas Simon, Bo Peng, Shubham Garg, Kevyn Alex Anthony McPhail, Takaaki Shiratori

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The two-hand interaction is one of the most challenging signals to analyze due to the self-similarity, complicated articulations, and occlusions of hands. Although several datasets have been proposed for the two-hand interaction analysis, all of them do not achieve 1) diverse and realistic image appearances and 2) diverse and large-scale groundtruth (GT) 3D poses at the same time. In this work, we propose Re:InterHand, a dataset of relighted 3D interacting hands that achieve the two goals. To this end, we employ a state-of-the-art hand relighting network with our accurately tracked two-hand 3D poses. We compare our Re:InterHand with existing 3D interacting hands datasets and show the benefit of it. Our Re:InterHand is available in https://mks0601.github.io/ReInterHand/

Poster
Contrastive Lift: 3D Object Instance Segmentation by Slow-Fast Contrastive Fusion

Yash Sanjay Bhalgat, Iro Laina, Joao F. Henriques, Andrea Vedaldi, Andrew Zisserman

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Instance segmentation in 3D is a challenging task due to the lack of large-scale annotated datasets. In this paper, we show that this task can be addressed effectively by leveraging instead 2D pre-trained models for instance segmentation. We propose a novel approach to lift 2D segments to 3D and fuse them by means of a neural field representation, which encourages multi-view consistency across frames. The core of our approach is a slow-fast clustering objective function, which is scalable and well-suited for scenes with a large number of objects. Unlike previous approaches, our method does not require an upper bound on the number of objects or object tracking across frames. To demonstrate the scalability of the slow-fast clustering, we create a new semi-realistic dataset called the Messy Rooms dataset, which features scenes with up to 500 objects per scene. Our approach outperforms the state-of-the-art on challenging scenes from the ScanNet, Hypersim, and Replica datasets, as well as on our newly created Messy Rooms dataset, demonstrating the effectiveness and scalability of our slow-fast clustering method.

Spotlight
LightSpeed: Light and Fast Neural Light Fields on Mobile Devices

Aarush Gupta, Junli Cao, Chaoyang Wang, Ju Hu, Sergey Tulyakov, Jian Ren, Laszlo Attila Jeni

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Real-time novel-view image synthesis on mobile devices is prohibitive due to the limited computational power and storage. Using volumetric rendering methods, such as NeRF and its derivatives, on mobile devices is not suitable due to the high computational cost of volumetric rendering. On the other hand, recent advances in neural light field representations have shown promising real-time view synthesis results on mobile devices. Neural light field methods learn a direct mapping from a ray representation to the pixel color. The current choice of ray representation is either stratified ray sampling or Plücker coordinates, overlooking the classic light slab (two-plane) representation, the preferred representation to interpolate between light field views. In this work, we find that using the light slab representation is an efficient representation for learning a neural light field. More importantly, it is a lower-dimensional ray representation enabling us to learn the 4D ray space using feature grids which are significantly faster to train and render. Although mostly designed for frontal views, we show that the light-slab representation can be further extended to non-frontal scenes using a divide-and-conquer strategy. Our method provides better rendering quality than prior light field methods and a significantly better trade-off between rendering quality and speed than prior light field methods.

Poster
FlowCam: Training Generalizable 3D Radiance Fields without Camera Poses via Pixel-Aligned Scene Flow

Cameron Omid Smith, Yilun Du, Ayush Tewari, Vincent Sitzmann

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Reconstruction of 3D neural fields from posed images has emerged as a promising method for self-supervised representation learning. The key challenge preventing the deployment of these 3D scene learners on large-scale video data is their dependence on precise camera poses from structure-from-motion, which is prohibitively expensive to run at scale. We propose a method that jointly reconstructs camera poses and 3D neural scene representations online and in a single forward pass. We estimate poses by first lifting frame-to-frame optical flow to 3D scene flow via differentiable rendering, preserving locality and shift-equivariance of the image processing backbone. SE(3) camera pose estimation is then performed via a weighted least-squares fit to the scene flow field. This formulation enables us to jointly supervise pose estimation and a generalizable neural scene representation via re-rendering the input video, and thus, train end-to-end and fully self-supervised on real-world video datasets. We demonstrate that our method performs robustly on diverse, real-world video, notably on sequences traditionally challenging to optimization-based pose estimation techniques.

Poster
FourierHandFlow: Neural 4D Hand Representation Using Fourier Query Flow

Jihyun Lee, Junbong Jang, Donghwan Kim, Minhyuk Sung, Tae-Kyun Kim

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Recent 4D shape representations model continuous temporal evolution of implicit shapes by (1) learning query flows without leveraging shape and articulation priors or (2) decoding shape occupancies separately for each time value. Thus, they do not effectively capture implicit correspondences between articulated shapes or regularize jittery temporal deformations. In this work, we present FourierHandFlow, which is a spatio-temporally continuous representation for human hands that combines a 3D occupancy field with articulation-aware query flows represented as Fourier series. Given an input RGB sequence, we aim to learn a fixed number of Fourier coefficients for each query flow to guarantee smooth and continuous temporal shape dynamics. To effectively model spatio-temporal deformations of articulated hands, we compose our 4D representation based on two types of Fourier query flow: (1) pose flow that models query dynamics influenced by hand articulation changes via implicit linear blend skinning and (2) shape flow that models query-wise displacement flow. In the experiments, our method achieves state-of-the-art results on video-based 4D reconstruction while being computationally more efficient than the existing 3D/4D implicit shape representations. We additionally show our results on motion inter- and extrapolation and texture transfer using the learned correspondences of implicit shapes. To the best of our knowledge, FourierHandFlow is the first neural 4D continuous hand representation learned from RGB videos. The code will be publicly accessible.

Poster
Enhancing Adaptive History Reserving by Spiking Convolutional Block Attention Module in Recurrent Neural Networks

Qi Xu, Yuyuan Gao, Jiangrong Shen, Yaxin Li, Xuming Ran, Huajin Tang, Gang Pan

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Spiking neural networks (SNNs) serve as one type of efficient model to process spatio-temporal patterns in time series, such as the Address-Event Representation data collected from Dynamic Vision Sensor (DVS). Although convolutional SNNs have achieved remarkable performance on these AER datasets, benefiting from the predominant spatial feature extraction ability of convolutional structure, they ignore temporal features related to sequential time points. In this paper, we develop a recurrent spiking neural network (RSNN) model embedded with an advanced spiking convolutional block attention module (SCBAM) component to combine both spatial and temporal features of spatio-temporal patterns. It invokes the history information in spatial and temporal channels adaptively through SCBAM, which brings the advantages of efficient memory calling and history redundancy elimination. The performance of our model was evaluated in DVS128-Gesture dataset and other time-series datasets. The experimental results show that the proposed SRNN-SCBAM model makes better use of the history information in spatial and temporal dimensions with less memory space, and achieves higher accuracy compared to other models.

Poster
SE(3) Diffusion Model-based Point Cloud Registration for Robust 6D Object Pose Estimation

Haobo Jiang, Mathieu Salzmann, Zheng Dang, Jin Xie, Jian Yang

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In this paper, we introduce an SE(3) diffusion model-based point cloud registration framework for 6D object pose estimation in real-world scenarios. Our approach formulates the 3D registration task as a denoising diffusion process, which progressively refines the pose of the source point cloud to obtain a precise alignment with the model point cloud. Training our framework involves two operations: An SE(3) diffusion process and an SE(3) reverse process. The SE(3) diffusion process gradually perturbs the optimal rigid transformation of a pair of point clouds by continuously injecting noise (perturbation transformation). By contrast, the SE(3) reverse process focuses on learning a denoising network that refines the noisy transformation step-by-step, bringing it closer to the optimal transformation for accurate pose estimation. Unlike standard diffusion models used in linear Euclidean spaces, our diffusion model operates on the SE(3) manifold. This requires exploiting the linear Lie algebra $\mathfrak{se}(3)$ associated with SE(3) to constrain the transformation transitions during the diffusion and reverse processes. Additionally, to effectively train our denoising network, we derive a registration-specific variational lower bound as the optimization objective for model learning. Furthermore, we show that our denoising network can be constructed with a surrogate registration model, making our approach applicable to different deep registration networks. Extensive experiments demonstrate that our diffusion registration framework presents outstanding pose estimation performance on the real-world TUD-L, LINEMOD, and Occluded-LINEMOD datasets.

Poster
PyNeRF: Pyramidal Neural Radiance Fields

Haithem Turki, Michael Zollhöfer, Christian Richardt, Deva Ramanan

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Neural Radiance Fields (NeRFs) can be dramatically accelerated by spatial grid representations. However, they do not explicitly reason about scale and so introduce aliasing artifacts when reconstructing scenes captured at different camera distances. Mip-NeRF and its extensions propose scale-aware renderers that project volumetric frustums rather than point samples. But such approaches rely on positional encodings that are not readily compatible with grid methods. We propose a simple modification to grid-based models by training model heads at different spatial grid resolutions. At render time, we simply use coarser grids to render samples that cover larger volumes. Our method can be easily applied to existing accelerated NeRF methods and significantly improves rendering quality (reducing error rates by 20–90% across synthetic and unbounded real-world scenes) while incurring minimal performance overhead (as each model head is quick to evaluate). Compared to Mip-NeRF, we reduce error rates by 20% while training over 60x faster.

Poster
Depth-discriminative Metric Learning for Monocular 3D Object Detection

Wonhyeok Choi, Mingyu Shin, Sunghoon Im

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Monocular 3D object detection poses a significant challenge due to the lack of depth information in RGB images. Many existing methods strive to enhance the object depth estimation performance by allocating additional parameters for object depth estimation, utilizing extra modules or data. In contrast, we introduce a novel metric learning scheme that encourages the model to extract depth-discriminative features regardless of the visual attributes without increasing inference time and model size. Our method employs the distance-preserving function to organize the feature space manifold in relation to ground-truth object depth. The proposed $(K,B,\epsilon)$-quasi-isometric loss leverages predetermined pairwise distance restriction as guidance for adjusting the distance among object descriptors without disrupting the non-linearity of the natural feature manifold. Moreover, we introduce an auxiliary head for object-wise depth estimation, which enhances depth quality while maintaining the inference time. The broad applicability of our method is demonstrated through experiments that show improvements in overall performance when integrated into various baselines. The results show that our method consistently improves the performance of various baselines by 23.51\% and 5.78\% on average across KITTI and Waymo, respectively.

Poster
PanoGRF: Generalizable Spherical Radiance Fields for Wide-baseline Panoramas

Zheng Chen, Yan-Pei Cao, Yuan-Chen Guo, Chen Wang, Ying Shan, Song-Hai Zhang

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Achieving an immersive experience enabling users to explore virtual environments with six degrees of freedom (6DoF) is essential for various applications such as virtual reality (VR). Wide-baseline panoramas are commonly used in these applications to reduce network bandwidth and storage requirements. However, synthesizing novel views from these panoramas remains a key challenge. Although existing neural radiance field methods can produce photorealistic views under narrow-baseline and dense image captures, they tend to overfit the training views when dealing with wide-baseline panoramas due to the difficulty in learning accurate geometry from sparse $360^{\circ}$ views. To address this problem, we propose PanoGRF, Generalizable Spherical Radiance Fields for Wide-baseline Panoramas, which construct spherical radiance fields incorporating $360^{\circ}$ scene priors. Unlike generalizable radiance fields trained on perspective images, PanoGRF avoids the information loss from panorama-to-perspective conversion and directly aggregates geometry and appearance features of 3D sample points from each panoramic view based on spherical projection. Moreover, as some regions of the panorama are only visible from one view while invisible from others under wide baseline settings, PanoGRF incorporates $360^{\circ}$ monocular depth priors into spherical depth estimation to improve the geometry features. Experimental results on multiple panoramic datasets demonstrate that PanoGRF significantly outperforms state-of-the-art generalizable view synthesis methods for wide-baseline panoramas (e.g., OmniSyn) and perspective images (e.g., IBRNet, NeuRay).

Poster
Autodecoding Latent 3D Diffusion Models

Evangelos Ntavelis, Aliaksandr Siarohin, Kyle Olszewski, Chaoyang Wang, Luc Van Gool, Sergey Tulyakov

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Diffusion-based methods have shown impressive visual results in the text-to-image domain. They first learn a latent space using an autoencoder, then run a denoising process on the bottleneck to generate new samples. However, learning an autoencoder requires substantial data in the target domain. Such data is scarce for 3D generation, prohibiting the learning of large-scale diffusion models for 3D synthesis. We present a novel approach to the generation of static and articulated 3D assets that has a 3D autodecoder at its core. The 3D autodecoder framework embeds properties learned from the target dataset in the latent space, which can then be decoded into a volumetric representation for rendering view-consistent appearance and geometry. We then identify the appropriate intermediate volumetric latent space, and introduce robust normalization and de-normalization operations to learn a 3D diffusion from 2D images or monocular videos of rigid or articulated objects. Our approach is flexible enough to use either existing camera supervision or no camera information at all -- instead efficiently learning it during training. Our evaluations demonstrate that our generation results outperform state-of-the-art alternatives on various benchmark datasets and metrics, including multi-view image datasets of synthetic objects, real in-the-wild videos of moving people, and a large-scale, real video dataset of static objects.

Poster
Contrast, Attend and Diffuse to Decode High-Resolution Images from Brain Activities

Jingyuan Sun, Mingxiao Li, Zijiao Chen, Yunhao Zhang, Shaonan Wang, Marie-Francine Moens

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Decoding visual stimuli from neural responses recorded by functional Magnetic Resonance Imaging (fMRI) presents an intriguing intersection between cognitive neuroscience and machine learning, promising advancements in understanding human visual perception. However, the task is challenging due to the noisy nature of fMRI signals and the intricate pattern of brain visual representations. To mitigate these challenges, we introduce a two-phase fMRI representation learning framework. The first phase pre-trains an fMRI feature learner with a proposed Double-contrastive Mask Auto-encoder to learn denoised representations. The second phase tunes the feature learner to attend to neural activation patterns most informative for visual reconstruction with guidance from an image auto-encoder. The optimized fMRI feature learner then conditions a latent diffusion model to reconstruct image stimuli from brain activities. Experimental results demonstrate our model's superiority in generating high-resolution and semantically accurate images, substantially exceeding previous state-of-the-art methods by 39.34% in the 50-way-top-1 semantic classification accuracy. The code implementations is available at https://github.com/soinx0629/vis_dec_neurips/.

Poster
Detection Based Part-level Articulated Object Reconstruction from Single RGBD Image

Yuki Kawana, Tatsuya Harada

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We propose an end-to-end trainable, cross-category method for reconstructing multiple man-made articulated objects from a single RGBD image, focusing on part-level shape reconstruction and pose and kinematics estimation. We depart from previous works that rely on learning instance-level latent space, focusing on man-made articulated objects with predefined part counts. Instead, we propose a novel alternative approach that employs part-level representation, representing instances as combinations of detected parts. While our detect-then-group approach effectively handles instances with diverse part structures and various part counts, it faces issues of false positives, varying part sizes and scales, and an increasing model size due to end-to-end training. To address these challenges, we propose 1) test-time kinematics-aware part fusion to improve detection performance while suppressing false positives, 2) anisotropic scale normalization for part shape learning to accommodate various part sizes and scales, and 3) a balancing strategy for cross-refinement between feature space and output space to improve part detection while maintaining model size. Evaluation on both synthetic and real data demonstrates that our method successfully reconstructs variously structured multiple instances that previous works cannot handle, and outperforms prior works in shape reconstruction and kinematics estimation.

Poster
Look Ma, No Hands! Agent-Environment Factorization of Egocentric Videos

Matthew Chang, Aditya Prakash, Saurabh Gupta

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The analysis and use of egocentric videos for robotics tasks is made challenging by occlusion and the visual mismatch between the human hand and a robot end-effector. Past work views the human hand as a nuisance and removes it from the scene. However, the hand also provides a valuable signal for learning. In this work, we propose to extract a factored representation of the scene that separates the agent (human hand) and the environment. This alleviates both occlusion and mismatch while preserving the signal, thereby easing the design of models for downstream robotics tasks. At the heart of this factorization is our proposed Video Inpainting via Diffusion Model (VIDM) that leverages both a prior on real-world images (through a large-scale pre-trained diffusion model) and the appearance of the object in earlier frames of the video (through attention). Our experiments demonstrate the effectiveness of VIDM at improving the in-painting quality in egocentric videos and the power of our factored representation for numerous tasks: object detection, 3D reconstruction of manipulated objects, and learning of reward functions, policies, and affordances from videos.

Poster
CAP: Correlation-Aware Pruning for Highly-Accurate Sparse Vision Models

Denis Kuznedelev, Eldar Kurtic, Elias Frantar, Dan Alistarh

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Driven by significant improvements in architectural design and training pipelines, computer vision has recently experienced dramatic progress in terms of accuracy on classic benchmarks such as ImageNet. These highly-accurate models are challenging to deploy, as they appear harder to compress using standard techniques such as pruning. We address this issue by introducing the Correlation Aware Pruner (CAP), a new unstructured pruning framework which significantly pushes the compressibility limits for state-of-the-art architectures. Our method is based on two technical advancements: a new theoretically-justified pruner, which can handle complex weight correlations accurately and efficiently during the pruning process itself, and an efficient finetuning procedure for post-compression recovery. We validate our approach via extensive experiments on several modern vision models such as Vision Transformers (ViT), modern CNNs, and ViT-CNN hybrids, showing for the first time that these can be pruned to high sparsity levels (e.g. $\geq 75$%) with low impact on accuracy ($\leq 1$% relative drop). Our approach is also compatible with structured pruning and quantization, and can lead to practical speedups of 1.5 to 2.4x without accuracy loss. To further showcase CAP's accuracy and scalability, we use it to show for the first time that extremely-accurate large vision models, trained via self-supervised techniques, can also be pruned to moderate sparsities, with negligible accuracy loss.

Poster
DiViNeT: 3D Reconstruction from Disparate Views using Neural Template Regularization

Aditya Vora, Akshay Gadi Patil, Hao Zhang

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We present a volume rendering-based neural surface reconstruction method that takes as few as three disparate RGB images as input. Our key idea is to regularize the reconstruction, which is severely ill-posed and leaving significant gaps between the sparse views, by learning a set of neural templates that act as surface priors. Our method, coined DiViNet, operates in two stages. The first stage learns the templates, in the form of 3D Gaussian functions, across different scenes, without 3D supervision. In the reconstruction stage, our predicted templates serve as anchors to help “stitch” the surfaces over sparse regions. We demonstrate that our approach is not only able to complete the surface geometry but also reconstructs surface details to a reasonable extent from few disparate input views. On the DTU and BlendedMVS datasets, our approach achieves the best reconstruction quality among existing methods in the presence of such sparse views and performs on par, if not better, with competing methods when dense views are employed as inputs.

Poster
Binary Radiance Fields

Seungjoo Shin, Jaesik Park

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In this paper, we propose \textit{binary radiance fields} (BiRF), a storage-efficient radiance field representation employing binary feature encoding in a format of either $+1$ or $-1$. This binarization strategy lets us represent the feature grid with highly compact feature encoding and a dramatic reduction in storage size. Furthermore, our 2D-3D hybrid feature grid design enhances the compactness of feature encoding as the 3D grid includes main components while 2D grids capture details. In our experiments, binary radiance field representation successfully outperforms the reconstruction performance of state-of-the-art (SOTA) storage-efficient radiance field models with lower storage allocation. In particular, our model achieves impressive results in static scene reconstruction, with a PSNR of 32.03 dB for Synthetic-NeRF scenes, 34.48 dB for Synthetic-NSVF scenes, 28.20 dB for Tanks and Temples scenes while only utilizing 0.5 MB of storage space, respectively. We hope the proposed binary radiance field representation will make radiance fields more accessible without a storage bottleneck.

Poster