Live data from Hacker News

SMERF: Streamable Memory Efficient Radiance Fields

smerf-3d.github.io

51–60 of 152 posts

Re: SMERF: Streamable Memory Efficient Radiance Fields

#51
post #33

memory efficient? It downloaded 500meg!

A. Storage isn't memory B. That's hardly anything in 2023.

Right-o. The web viewer is swapping assets in and out of memory as the user explores the scene. The Network and disc requirements are high but memory usage is low.

Re: SMERF: Streamable Memory Efficient Radiance Fields

#52
post #17

Any plans to do this in VR? I would love to try this.

Not at the moment but an intrepid hacker could surely extend our JavaScript code and put something together.

UPDATE: The code for our web viewer is here: https://github.com/smerf-3d/smerf-3d.github.io/blob/main/vie...

Re: SMERF: Streamable Memory Efficient Radiance Fields

#54

This is __really__ stunning work, huge, huge, deal that I'm seeing this in a web browser on my phone. Congratulations! When I look at the NYC scene in the highest quality on desktop, I'm surprised by how low-quality ex. the stuff on the counter and shelves is. So then I load the lego model, and see that's _very_ detailed, so it doesn't seem inherent to the method. Is it a consequence of input photo quality, or someth…

> This is __really__ stunning work

Thank you :)

> Is it a consequence of input photo quality, or something else?

It's more a consequence of spatial resolution: the bigger the space, the more voxels you need to maintain a fixed resolution (e.g. 1 mm^3). At some point, we have to give up spatial resolution to represent larger scenes.

A second limitation is the teacher model we're distilling. Zip-NeRF (https://jonbarron.info/zipnerf/) is good, but it's not _perfect_. SMERF reconstruction quality is upper-bounded by its Zip-NeRF teacher.

Re: SMERF: Streamable Memory Efficient Radiance Fields

#55

I'm following this through two minutes paper and I'm looking forward to using it. My grandpa died 2 years ago and in hindsight I took pictures for using them as in your demo. Awesome thanks:)

It would be my dream to make capturing 3D memories as easy and natural as taking a 2D photos with your smartphone today. Someday!

Re: SMERF: Streamable Memory Efficient Radiance Fields

#56

Wow. Some questions: Take for instance the fulllivingroom demo. (I prefer fps mode.) 1) How many images are input? 2) How long does it take to compute these models? 3) How long does it take to prepare these models for this browser, with all levels, etc? 4) Have you tried this in VR yet?

Glad you liked our work! 1) Around 100-150 if memory serves. This scene is part of the mip-NeRF 360 benchmark, which you can download from the corresponding project website: https://jonbarron.info/mipnerf360/ 2) Between 12 and 48 hours, depending on the scene. We train on 8x V100s or 16x A100s. 3) The time for preparing assets is included in 2). I don't have a breakdown for you, but it's something like 50/50. 4) Nope…

Do you need position data to go along with the photos or just the photos?

For VR, there’s going to be some very weird depth data from those reflections, but maybe they would not be so bad when you are in headset.

Re: SMERF: Streamable Memory Efficient Radiance Fields

#57
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.

It has exactly the same drawbacks as photogrammetry in regards of highly reflective surfaces.

Re: SMERF: Streamable Memory Efficient Radiance Fields

#58
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.

You can also get inside the bookcase for the ultimate Matthew McConaughey experience.

Re: SMERF: Streamable Memory Efficient Radiance Fields

#59

How long until you can stitch Street View into a seamless streaming NeRF of every street in the world? I hope that's the goal you're working towards!

;)

Haha, too bad the Earth VR team was disbanded because that would be the Holy Grail. If someone can get the budget to work on that I'd be tempted to come back to Google just to help get it done! It's what I always wanted when I was building the first Earth VR demo...

Re: SMERF: Streamable Memory Efficient Radiance Fields

#60

Is there a relatively easy way to apply these kinds of techniques (either NeRFs or gaussian splats) to larger environments even if it's lower precision? Like say small towns/a few blocks worth of env.

You’re under the right paper for doing this. Instead of one big model, they have several smaller ones for regions in the scene. This way rendering is fast for large scenes.

This is similar to Block-NeRF [0], in their project page they show some videos of what you’re asking.

As for an easy way of doing this, nothing out-of-the-box. You can keep an eye on nerfstudio [1], and if you feel brave you could implement this paper and make a PR!

[0] https://waymo.com/intl/es/research/block-nerf/

[1] https://github.com/nerfstudio-project/nerfstudio

Post reply on HN