Plug-and-Play Acceleration of Occupancy Grid-based NeRF Rendering using VDB Grid and Hierarchical Ray Traversal
Yoshio Kato, Shuhei Tarashima
TL;DR
This work tackles the computational burden of rendering NeRFs by replacing dense occupancy grids with OpenVDB-based sparse grids and employing Hierarchical DDA for efficient ray traversal, enabling plug-and-play acceleration without re-training. By pruning redundancies and prioritizing finer voxels within multi-resolution VDB grids, the method achieves notable FPS gains on both NeRF-Synthetic (~12% average) and Mip-NeRF 360 (~4–5% average) while preserving image quality. Key contributions include leveraging VDB’s hierarchical structure for OG representation and integrating HDDA traversal with two ray-sampling kernels, highlighting that VDB+HDDA can outperform the baseline in many scenarios. The approach offers practical speedups for trained OG-based NeRF models with modest memory overhead, suitable for deployment on GPUs, though benefits can vary with scene size and overhead from multi-grid setups.
Abstract
Transmittance estimators such as Occupancy Grid (OG) can accelerate the training and rendering of Neural Radiance Field (NeRF) by predicting important samples that contributes much to the generated image. However, OG manages occupied regions in the form of the dense binary grid, in which there are many blocks with the same values that cause redundant examination of voxels' emptiness in ray-tracing. In our work, we introduce two techniques to improve the efficiency of ray-tracing in trained OG without fine-tuning. First, we replace the dense grids with VDB grids to reduce the spatial redundancy. Second, we use hierarchical digital differential analyzer (HDDA) to efficiently trace voxels in the VDB grids. Our experiments on NeRF-Synthetic and Mip-NeRF 360 datasets show that our proposed method successfully accelerates rendering NeRF-Synthetic dataset by 12% in average and Mip-NeRF 360 dataset by 4% in average, compared to a fast implementation of OG, NerfAcc, without losing the quality of rendered images.
