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SMERF: Streamable Memory Efficient Radiance Fields (smerf-3d.github.io)

630 points by duckworthd · 982 days ago · 143 comments on HN

Article summary

The article introduces SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes. SMERF is built upon a hierarchical model partitioning scheme and a distillation training strategy, enabling full six degrees of freedom navigation within a web browser and rendering in real-time on commodity devices. The approach exceeds the current state-of-the-art in real-time novel view synthesis and achieves real-time performance across a wide variety of devices. The SMERF models are distilled from Zip-NeRF checkpoints trained on various scenes.

Main themes

  • Real-time view synthesis
  • Neural fields and radiance fields
  • 3D reconstruction and rendering
  • SMERF and Zip-NeRF
  • Mirror worlds effect
  • Code release and open-sourcing
  • Performance and optimization
  • Limitations and challenges

What commenters say

  • The SMERF demo is surprisingly smooth and high-fidelity on older smartphones.
  • The codebase is heavily wired into other not-yet-open-sourced libraries, making it difficult to release the code immediately.
  • The mirror worlds effect in NeRFs can create a spooky and immersive experience, but is a common issue with 3D reconstruction.
  • The SMERF approach has limitations, such as spatial resolution and teacher model quality, which can affect reconstruction quality.
  • The large payload sizes of SMERF can lead to long loading times, but breaking down the data into smaller chunks could help improve the experience.
  • The SMERF viewer biases towards assets closer to the user's camera, but training with a larger number of smaller submodels can become too onerous and affect quality.
  • The mirror worlds effect is not unique to SMERF and can be seen in other NeRFs and even game engines.
  • Compressing the payload sizes by 10x could significantly improve the SMERF experience.