浮动辐射场网络
Floating Radiance Networks
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中文总结 AI 辅助
该研究提出浮动辐射场网络(FlaRe),一种结合可显式光线追踪几何与连续神经辐射函数的神经场景表示,可实现高保真渲染、光线追踪、几何操作与外观编辑的统一,在基准测试中具竞争力。
中文摘要 AI 辅助
近期神经场景表示的进展实现了逼真的新视角合成,但大多数方法仍与单一渲染范式紧密绑定,限制了其通用性及与传统图形工作流的集成。我们提出浮动辐射场网络(Floating Radiance Networks, FlaRe),一种结合了可显式光线追踪几何与连续神经辐射函数的神经场景表示。场景由浮动平面广义高斯基元表示,每个基元携带局部辐射场的紧凑潜在描述符;场景共享的轻量解码器将该描述符、局部表面坐标及观察方向映射为颜色与不透明度。该方案既保留了神经场的表达能力,又提供了可显式寻址的结构,可高效查询与操作。硬件加速的基元相交支持交互式渲染与递归光线追踪,包括反射、折射、透明度及阴影;同一表示还支持基元级变形、网格提取及在其学习到的描述符空间中直接进行外观风格化。在标准重建基准上的实验表明,FlaRe使用紧凑的基元集即可实现具竞争力的渲染质量。综上,这些结果确立FlaRe为一种通用表示,将高保真神经渲染、光线追踪、几何操作及外观编辑整合为统一的场景模型。源代码可在线获取,地址为该https URL。
英文摘要
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. A scene is represented by floating planar generalized Gaussian primitives, each carrying a compact latent descriptor of a local radiance field. A lightweight decoder shared across the scene maps this descriptor, local surface coordinates, and viewing direction to color and opacity. This formulation preserves the expressiveness of neural fields while providing an explicitly addressable structure that can be efficiently queried and manipulated. Hardware-accelerated primitive intersections enable interactive rendering and recursive ray-tracing, including reflections, refractions, transparency, and shadows. The same representation further supports primitive-level deformation, mesh extraction, and appearance stylization directly in its learned descriptor space. Experiments across standard reconstruction benchmarks demonstrate competitive rendering quality while using a compact set of primitives. Together, these results establish FlaRe as a versatile representation that brings high-fidelity neural rendering, ray-tracing, geometric manipulation, and appearance editing into a unified scene model. Source code is available online. Source code can be found at: https://github.com/KByrski/FlaRe