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SMERF: Streamable Memory Efficient Radiance Fields

smerf-3d.github.io

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Re: SMERF: Streamable Memory Efficient Radiance Fields

#23
Great work!!

Question for the authors, are there opportunities, where they exist, to not use optimization or tuning methods for reconstructing a model of a scene?

We are refining efficient ways of rendering a view of a scene from these models but the scenes remain static. The scenes also take a while to reconstruct too.

Can we still achieve the great look and details of RF and GS without paying for an expensive reconstruction per instance of the scene?

Are there ways of greedily reconstructing a scene with traditional CG methods into these new representations now that they are fast to render?

Please forgive any misconceptions that I may have in advanced! We really appreciate the work y'all are advancing!

Re: SMERF: Streamable Memory Efficient Radiance Fields

#24
post #13

The mirror on the wall of the bathroom in the Berlin location looks through to the kitchen in the next room. I guess the depth gauging algorithm uses parallax, and mirrors confuse it, seeming like windows. The kitchen has a blob of blurriness as the rear of the mirror intrudes into kitchen, but you can see through the blurriness to either room. The effect is a bit spooky. I felt like a ghost going through walls.

The refigerator in the NYC scene has a very slick specular lighting effect based on the angle you're viewing it from, and if you go "into" the fridge you can see it's actually generating a whole 3d scene with blurry grey and white colors that turn out to precisely mimic the effects of the light from the windows bouncing off the metal, and you can look "out" from the fridge into the rest of the room. Same as the full-…

Oh wow yeah. It's interesting because when I look at the fridge my eye maps that to "this is a reflective surface", which makes sense because that's true in the source images, but then it's actually rendered as a cavity with appropriate features rendered in 3D space. What's a strange feeling is to enter the fridge and then turn around! I just watched Hbomberguy's Patreon-only video on the video game Myst, and in Myst the characters are trapped in books. If you choose the wrong path at the end of the game you get trapped in a book, and the view you get trapped in a book looks very similar to the view from inside the NYC fridge!

Re: SMERF: Streamable Memory Efficient Radiance Fields

#28
post #13

The mirror on the wall of the bathroom in the Berlin location looks through to the kitchen in the next room. I guess the depth gauging algorithm uses parallax, and mirrors confuse it, seeming like windows. The kitchen has a blob of blurriness as the rear of the mirror intrudes into kitchen, but you can see through the blurriness to either room. The effect is a bit spooky. I felt like a ghost going through walls.

The refigerator in the NYC scene has a very slick specular lighting effect based on the angle you're viewing it from, and if you go "into" the fridge you can see it's actually generating a whole 3d scene with blurry grey and white colors that turn out to precisely mimic the effects of the light from the windows bouncing off the metal, and you can look "out" from the fridge into the rest of the room. Same as the full-…

Mirror worlds are a pretty common effect you'll see in NeRFs. Otherwise you would need a significantly more complex view dependent feature rendered onto a flat surface.
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