Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra

Jonas Kulhanek, Torsten Sattler
4/19/2023
cs.CVcs.GRcs.LG

No official code found. Best implementation: jkulhanek/tetra-nerf (294 stars, MIT, PyTorch, last commit 2025-09-19).

Abstract

Neural Radiance Fields (NeRFs) are a very recent and very popular approach for the problems of novel view synthesis and 3D reconstruction. A popular scene representation used by NeRFs is to combine a uniform, voxel-based subdivision of the scene with an MLP. Based on the observation that a (sparse) point cloud of the scene is often available, this paper proposes to use an adaptive representation based on tetrahedra obtained by Delaunay triangulation instead of uniform subdivision or point-based representations. We show that such a representation enables efficient training and leads to state-of-the-art results. Our approach elegantly combines concepts from 3D geometry processing, triangle-based rendering, and modern neural radiance fields. Compared to voxel-based representations, ours provides more detail around parts of the scene likely to be close to the surface. Compared to point-based representations, our approach achieves better performance. The source code is publicly available at: https://jkulhanek.com/tetra-nerf.

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Code Implementations(1)

PyTorchMIT

Official implementation for Tetra-NeRF paper - NeRF represented as triangulation of input point cloud.

29416C, C++Mar 10, 20231 years agoMIT
3d3d-reconstructioncomputer-visionnerfnerfstudio+4 more

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Cite this paper

@article{kulhanek2023tetranerf,
  title  = {Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra},
  author = {Jonas Kulhanek and Torsten Sattler},
  year   = {2023},
  eprint = {2304.09987},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2304.09987v3},
  journal = {ICCV 2023 2023}
}

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