arXiv Computer Vision

Geometry Regularization for Vanilla NeRF via Self-Supervised Cross-Ray Consistency

arXiv Machine Learning
Oct 22

DriftNeRF: Cross-Ray Density Drifting for Sparse-View Neural Radiance Fields

DriftNeRF introduces a regularizer that addresses cross‑ray density disagreement in Neural Radiance Fields, a defect that causes poor performance when only a few views are available. By aggregating densities from nearby points on other rays into a stop‑gradient consensus target, DriftNeRF penalizes unsupported disagreement while preserving agreed boundaries. The method improves 3‑view PSNR by 0.42–0.65 dB on NeRF‑Synthetic, DTU, and LLFF datasets and remains competitive with sparse‑view Gaussian pipelines without requiring additional geometry or preprocessing.

By Juntang Wang, Yihan Wang, Sheng'en Li, Hao Wu, Dongmian Zou, Shixin Xu
arXiv Computer Vision
Sep 23

NaCR: Visual Localization via NeRF-aided Camera Ray Regression

NaCR: Visual Localization via NeRF-aided Camera Ray Regression proposes a unified framework that integrates Neural Radiance Fields (NeRF) with Camera Ray Regression (CRR) to improve visual localization accuracy. The method enhances the CRR baseline with three simple improvements, augments training data by synthesizing novel views from a pre‑trained NeRF, and employs a closed‑loop supervision pipeline that back‑propagates photometric rendering errors to refine predicted camera rays. A two‑stage training curriculum ensures stable convergence, and experiments on indoor and outdoor benchmarks show competitive accuracy with validated component efficacy.

By Yesheng Zhang, Xiang Dai, Xu Zhao, Chongyang Zhang
Hugging Face Trending Papers
Aug 6

Floating Radiance Networks

Recent advances in neural scene representations enable photorealistic novel-view synthesis, yet most methods remain tightly coupled to a single rendering paradigm, limiting their versatility and integration with conventional graphics workflows. We introduce Floating Radiance Networks (FlaRe), a neural scene representation combining explicit ray-traceable geometry with continuous neural radiance functions.

arXiv Computer Vision
Oct 9

OX-NeRF: 3D X-ray Tomography Reconstruction from Sparse Views Using Implicit Neural Representation

OX-NeRF is a new framework for 3D X‑ray tomography reconstruction from ultra‑sparse views, combining cross‑scene feature learning with scene‑specific optimisation. It uses a CNN to extract shared features, maintains multi‑resolution hash grids for each scene, and fuses these with an MLP that is jointly optimised end‑to‑end. Benchmarks on parallel‑beam and cone‑beam X‑ray datasets show that OX‑NeRF achieves significantly higher reconstruction accuracy than existing radiance field methods for scenes with ten or fewer views.

By Thomas Welsch, Min-Hsin Tu, David J. Chapman, Daniel E. Eakins
arXiv Computer Vision
Sep 7

CrossDepth: Geometry-Constrained Attention for Generalizable Multi-View Surround Depth Estimation

CrossDepth introduces geometry-constrained attention for multi-view surround depth estimation, addressing cross-image inconsistencies caused by varying camera intrinsics and limited receptive fields. The method conditions features on per-pixel camera-aware ray embeddings and extends pixel context via cross-image attention limited to geometrically plausible regions. Trained self-supervised with photometric consistency, it achieves better depth accuracy and consistency on DDAD and nuScenes compared to existing self-supervised approaches.

By Samer Abualhanud, Max Mehltretter
Hugging Face Trending Papers
Jun 25

Sculpting NeRF Geometry: Human-Preference Fine-Tuning of a 3D-Aware Face GAN

Reinforcement learning from human feedback (RLHF) for 3D generation is now established across a number of works, but most existing pipelines optimise explicit surface representations, often by converting radiance fields into meshes and training heavily on surface-supervised data. We instead fine-tune a pretrained 3D-aware generative model directly from a learned reward over radiance-field density ($σ$) values, with no externally supplied mesh or shape prior.