AG-NeRF: Attention-guided Neural Radiance Fields for Multi-height Large-scale Outdoor Scene Rendering
Jingfeng Guo, Xiaohan Zhang, Baozhu Zhao, Qi Liu
TL;DR
This paper tackles the challenge of NeRF-based rendering for large-scale outdoor scenes captured at multiple altitudes, where existing methods struggle with altitude-induced detail variation and long training times. It introduces AG-NeRF, an end-to-end pipeline that selects source images from different heights and employs an attention-based fusion module to extract and combine relevant features for target views, enabling high-fidelity rendering without a priori height assumptions. Across 56 Leonard and Transamerica, AG-NeRF delivers state-of-the-art PSNR improvements while dramatically reducing training time (about half an hour on a single RTX 4090) compared to multi-stage methods like BungeeNeRF. The work demonstrates the practical potential of rapid, multi-height scene reconstruction for urban-scale VR/AR applications by leveraging scene priors from diverse altitudes and efficient feature fusion.
Abstract
Existing neural radiance fields (NeRF)-based novel view synthesis methods for large-scale outdoor scenes are mainly built on a single altitude. Moreover, they often require a priori camera shooting height and scene scope, leading to inefficient and impractical applications when camera altitude changes. In this work, we propose an end-to-end framework, termed AG-NeRF, and seek to reduce the training cost of building good reconstructions by synthesizing free-viewpoint images based on varying altitudes of scenes. Specifically, to tackle the detail variation problem from low altitude (drone-level) to high altitude (satellite-level), a source image selection method and an attention-based feature fusion approach are developed to extract and fuse the most relevant features of target view from multi-height images for high-fidelity rendering. Extensive experiments demonstrate that AG-NeRF achieves SOTA performance on 56 Leonard and Transamerica benchmarks and only requires a half hour of training time to reach the competitive PSNR as compared to the latest BungeeNeRF.
