LSNIF: Locally-Subdivided Neural Intersection Function

📅 2025-04-30
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🤖 AI Summary
This work addresses the high memory overhead and poor generalizability of traditional BVHs in ray tracing. We propose a neural implicit intersection modeling approach that replaces explicit geometric acceleration structures with locally refined neural intersection functions, enabled by sparse hash grid encoding and geometric voxelization for efficient spatial representation. Our method employs a scene-agnostic, single-object offline training paradigm and introduces a multi-task loss function jointly optimizing hit-point localization, visibility classification, and material index prediction. Crucially, it preserves full view independence and full-path tracing capability. Evaluated on real-world rendering scenes, our approach achieves up to 106.2× memory compression over conventional BVH-based ray tracers, significantly enhancing storage efficiency and deployment flexibility of neural rendering pipelines.

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📝 Abstract
Neural representations have shown the potential to accelerate ray casting in a conventional ray-tracing-based rendering pipeline. We introduce a novel approach called Locally-Subdivided Neural Intersection Function (LSNIF) that replaces bottom-level BVHs used as traditional geometric representations with a neural network. Our method introduces a sparse hash grid encoding scheme incorporating geometry voxelization, a scene-agnostic training data collection, and a tailored loss function. It enables the network to output not only visibility but also hit-point information and material indices. LSNIF can be trained offline for a single object, allowing us to use LSNIF as a replacement for its corresponding BVH. With these designs, the network can handle hit-point queries from any arbitrary viewpoint, supporting all types of rays in the rendering pipeline. We demonstrate that LSNIF can render a variety of scenes, including real-world scenes designed for other path tracers, while achieving a memory footprint reduction of up to 106.2x compared to a compressed BVH.
Problem

Research questions and friction points this paper is trying to address.

Replaces BVHs with neural networks for ray casting acceleration
Enables neural output of visibility, hit-points, and material indices
Reduces memory usage by 106.2x versus compressed BVH
Innovation

Methods, ideas, or system contributions that make the work stand out.

Replaces BVHs with neural network for rendering
Uses sparse hash grid encoding scheme
Outputs visibility, hit-points, and material indices