Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction
Cheng Sun, Min Sun, Hwann-Tzong Chen
TL;DR
The paper tackles the slow training times of Neural Radiance Fields by proposing a direct voxel-grid optimization approach that models scene geometry with a dense density grid and uses a lightweight hybrid color representation. The core innovations are post-activation interpolation on voxel densities and two priors to prevent degenerate geometry, enabling NeRF-comparable quality with dramatically faster convergence—about 15 minutes per scene on a single GPU. The method employs a coarse-to-fine strategy, pruning unknown space via free-space knowledge and progressively scaling voxel grids, achieving substantial speedups while maintaining rendering quality across five inward-facing benchmarks. This work reduces the barrier to practical NeRF-like reconstruction, facilitating interactive applications and rapid per-scene synthesis without cross-scene pretraining or depth guidance. Overall, it demonstrates that explicit voxel-based density modeling, when enhanced with tailored activations and priors, can rival implicit NeRF representations in both speed and accuracy.
Abstract
We present a super-fast convergence approach to reconstructing the per-scene radiance field from a set of images that capture the scene with known poses. This task, which is often applied to novel view synthesis, is recently revolutionized by Neural Radiance Field (NeRF) for its state-of-the-art quality and flexibility. However, NeRF and its variants require a lengthy training time ranging from hours to days for a single scene. In contrast, our approach achieves NeRF-comparable quality and converges rapidly from scratch in less than 15 minutes with a single GPU. We adopt a representation consisting of a density voxel grid for scene geometry and a feature voxel grid with a shallow network for complex view-dependent appearance. Modeling with explicit and discretized volume representations is not new, but we propose two simple yet non-trivial techniques that contribute to fast convergence speed and high-quality output. First, we introduce the post-activation interpolation on voxel density, which is capable of producing sharp surfaces in lower grid resolution. Second, direct voxel density optimization is prone to suboptimal geometry solutions, so we robustify the optimization process by imposing several priors. Finally, evaluation on five inward-facing benchmarks shows that our method matches, if not surpasses, NeRF's quality, yet it only takes about 15 minutes to train from scratch for a new scene.
