# boosting_point_clouds_rendering_via_radiance_mapping__0f235663.pdf Boosting Point Clouds Rendering via Radiance Mapping Xiaoyang Huang1*, Yi Zhang1*, Bingbing Ni1 , Teng Li2, Kai Chen3, Wenjun Zhang1 1Shanghai Jiao Tong University, Shanghai 200240, China 2Anhui University 3Shanghai AI Lab {huangxiaoyang, yizhangphd, nibingbing}@sjtu.edu.cn Recent years we have witnessed rapid development in Ne RFbased image rendering due to its high quality. However, point clouds rendering is somehow less explored. Compared to Ne RF-based rendering which suffers from dense spatial sampling, point clouds rendering is naturally less computation intensive, which enables its deployment in mobile computing device. In this work, we focus on boosting the image quality of point clouds rendering with a compact model design. We first analyze the adaption of the volume rendering formulation on point clouds. Based on the analysis, we simplify the Ne RF representation to a spatial mapping function which only requires single evaluation per pixel. Further, motivated by ray marching, we rectify the the noisy raw point clouds to the estimated intersection between rays and surfaces as queried coordinates, which could avoid spatial frequency collapse and neighbor point disturbance. Composed of rasterization, spatial mapping and the refinement stages, our method achieves the state-of-the-art performance on point clouds rendering, outperforming prior works by notable margins, with a smaller model size. We obtain a PSNR of 31.74 on Ne RF-Synthetic, 25.88 on Scan Net and 30.81 on DTU. Code and data are publicly available in https://github.com/seanywang0408/Radiance Mapping. Introduction The rising trend of AR/VR application calls for better image quality and higher computation efficiency in rendering technology. Recent works mainly focus on Ne RF-based (Mildenhall et al.) rendering due to its photo-realistic effect. Nevertheless, Ne RF-based rendering suffers from heavy computation cost, since its representation assumes no explicit geometry is known, and requires burdensome spatial sampling. This drawback severely hampers its application in mobile computing devices, such as smart phones or AR headsets. On the other hand, point clouds (Huang et al.), which have explicit geometry, are easy to obtained as the depth sensors become prevalent and MVS algorithms (Yao et al.; Wang et al.) get powerful. It deserves more attention to develop high-performance rendering methods based on *These authors contributed equally. Corresponding Author. Copyright 2023, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. point clouds, which is so far insufficiently explored. In this work, we introduce a point clouds rendering method which achieves comparable rendering performance to Ne RF. The main difference between Ne RF-based rendering and point clouds rendering is that the latter is designed upon the noisy surface of objects. On the bright side, it is a beneficial geometric prior which could greatly reduce the query times in 3D space. On the bad side, this prior is noisy and sparse, since the point clouds are generally reconstructed by MVS algorithms or collected by depth sensors. It needs additional approaches to alleviate the artifact brought by the noise and sparsity. Therefore, most of the current point clouds rendering methods require two steps. One is the spatial feature mapping, and the other is image-level refinement. The spatial feature mapping step is similar to the Ne RF representation, which maps a 3D coordinate to its color, density or latent feature. The refinement step is usually implemented as a convolutional neural network. In this work, we mainly focus on the spatial feature mapping step. Previous works use point clouds voxelization (Dai et al.), learnable parameters (R uckert, Franke, and Stamminger; Kopanas et al.) or linear combination of sphere basis (Rakhimov et al.) as mapping functions. However, these methods suffer either from high computation cost, large storage requirements, or unsatisfactory rendering performance. To this end, we introduce a much simpler but surprisingly effective mapping function. Motivated by the volume rendering formulation in Ne RF, we analyze its adaptation on point clouds rendering scenarios. It is concluded that in a point cloud scene, the volumetric rendering could be simplified to the modeling of the viewdependent color of the first-time intersection between the estimated surface and the ray. In other words, we augment each 3D point (i.e., most probably a surface point) with a learnable feature indicating first-hit color. Thereby the point clouds rendering task could be re-cast within the high fidelity Ne RF framework, without consuming redundant computation on internal ray samples. We name it radiance mapping. Moreover, based on radiance mapping, we rectify the raw point cloud coordinates that are fed into the mapping function using the z-buffer in rasterization to obtain a query point which lies exactly on the camera ray. This approach allows us to obtain a more accurate geometry and avoid spatial frequency collapse. The radiance mapping function consisted of a 5-layer MLP is only 0.75M large, which is much The Thirty-Seventh AAAI Conference on Artificial Intelligence (AAAI-23) Ground Truth Neighbor Point Disturbance Our Rectification Raw Coordinate Rectified Coordinate Spatial Frequency Collapse radius τ radius τ Figure 1: (a) Spatial frequency collapse occurs when using neural descriptors or raw point clouds query. The point is optimized to a green color, which is the mixing of yellow and blue. (b) Using raw point clouds query would additionally cause neighbor point disturbance. The points lying close have a larger impact on the feature optimization of each other. (c) Our coordinate rectification could alleviate the above issues. The idea is illustrated in 1D rendering. smaller than the spatial feature mapping functions in previous works, but with notably better performance. Followed by a 2D neural renderer which compensates the sparcity and noise in point clouds as done in previous works, our complete model is approximately 8M in total. Our method reaches comparable rendering effect compared to Ne RF, but with much less computation cost since it only needs single model inference per pixel. Compared to prior point clouds rendering methods, we obtain notable improvement in terms of image quality, with a smaller model size and simpler computation. We achieve a PSNR of 31.74 on Ne RF-Synthetic (Mildenhall et al.), 25.88 on Scan Net (Dai et al.) and 30.81 on DTU (Aanæs et al.). As far as we know, It is the state-of-the-art result on this task. Related Work Implicit Rendering Ne RF-based Neural Radiance Fields (Mildenhall et al.) advance the neural rendering quality to a higher level. Ne RF represents the scene using an MLP which predicts the color and density of a point. It projects the points along the camera ray to the pixel color with volume rendering. Following Ne RF, there are various innovations which address the different challenges in Ne RF representation. Pixel Ne RF (Yu et al.), IBRNet (Wang et al.) and Diet Ne RF (Jain, Tancik, and Abbeel) render novel views from only one or a few input images. Ne RF-W (Martin-Brualla et al.) tackles the variable illumination and transient occluders in the wild instead of a static scene. Mip-Ne RF (Barron et al.) and Mip-Ne RF 360 (Barron et al.) improves the image quality by rendering antialiased conical frustums. NSVF (Liu et al.), Plen Octrees (Yu et al.) and Tenso RF (Chen et al.) aim at accelerating the inference speed of Ne RF by building a more efficient structure after scene fitting. Point-Ne RF (Xu et al.) also assumes a point cloud is given like ours. But it still follows the volume rendering formulation in Ne RF, which also suffers from dense spatial sampling. Implicit Surface Rendering This line of works aim at reconstruction the implicit surfaces via neural rendering. DVR (Niemeyer et al.) learns implicit 3D representation from images by analytically deriving depth gradients from implicit differentiation. IDR (Yariv et al.) renders an implicit surface by appromitaing the light reflected from the surface towards the camera. UNISURF (Oechsle, Peng, and Geiger) combines implicit surface models and radiance fields together to enable surface reconstruction without object masks. Neu S (Wang et al.) gives a theoretical proof that the classic volume rendering formulation causes error on the expectation of the object surface, and presents a solution which yields an unbiased SDF representation. Yariv et al. models the volume density as the function of the SDF representation, leading to a more accurate sampling of the camera ray. Point Clouds Rendering Inverse Rendering Early work (Zwicker et al.) proposes a point cloud rendering method using an Elliptical Weighted Average filter based on Gaussian Kernel. Yifan et al. enables backward propagation of surface splatting to optimize the position of point clouds to match to object geometry from images. Insafutdinov and Dosovitskiy use a differentiable point clouds projection module to unsupervisedly learn the object shape and pose from two-view images. Lin, Kong, and Lucey propose pseudo-rendering which upsamples the target image to alleviate the collision effect in discretization. Wiles et al. construct a point cloud from single-view images by using a depth regressor and spatial feature predictor, and render the point cloud with α-composition followed by a Res Net (He et al.) refinement network. The training is supervised by a photometric loss and a GAN loss (Wang et al.). Zhou et al. and Godard, Mac Aodha, and Brostow adopt a similar approach, but on a monocular depth estimation task with street-view video sequences. View Synthesis NPBG (Aliev et al.) proposes to render novel views of a scene using point-based learnable neural descriptors and a U-Net refinement network. It adopts multiscale rasterization to model image details in different level. Johnson, Alahi, and Fei-Fei; Dosovitskiy and Brox use a perceptual loss to optimize the network. Dai et al. propose to project the point clonds to a layered volume by voxelization. Then a 3D CNN (Maturana and Scherer; Yang et al.) is used to transform the volume into a set of multi-plane images and their blending weights, which form the final im- Ground Truth Ne RF Ours Ground Truth Ne RF Ours Surface Translucent Figure 2: The translucent and opaque surfaces rendered by Ne RF and our method. In the Drums scene, both methods are optimizing the color of the first-intersected surface instead of modeling the correct translucency. The second row shows the membrane from another view. In the Materials scene, our method could even render more decorate specular effect on the smooth metal balls, while Ne RF generates somehow blurry artifacts. The visualization in the original Ne RF paper (Mildenhall et al.) reveals the same artifact. We owe this superiority to the explicit geometry provided by point clouds. age by its the weighted sum. NPBG++ (Rakhimov et al.) reduces the running time upon NPBG, using a feature extracter to lift the neural descriptor feature and making it view-dependent. ADOP (R uckert, Franke, and Stamminger) renders HDR and LDR images with a coarsely-initialized point cloud and camera parameters. The point clouds, camera poses and the 2D refinement network are jointly optimized. Kopanas et al. perform scene optimization for each view based on bi-directional Elliptical Weighted Average splatting. Ost et al. promote point clouds to implicit light fields to allow fast inference in view synthesis. READ (Li et al.) adopt a similar approach to NPBG++ to synthesize photo-realistic street views for autonomous driving. We analyze the most relevant works to ours in the next section. Method Spatial Mapping We first analyze the spatial mapping functions in previous point clouds rendering methods. Then we introduce our radiance mapping, a simpler but more effective mapping. Previous Mapping Functions Revisited NPBG (Aliev et al.) attachs learnable parameters to each point as neural descriptors. The advantage of this approach is that each point feature is optimized independently, and would not be influenced by nearby point feature. This is beneficial to those scenes where surface color changes drastically. However, it also leads to a drawback that the density of point clouds impose restrictions on the representation capacity of point feature. When the point clouds are sparse, the same neural descriptor would be rasterized to multiple pixels and optimized to fit the average of multiple pixels, which harms the rendering quality. We illustrate this issue in 1D rendering in Figure 1 (a). The point is optimized to a green color, which is the mixing of yellow and blue. Since the cause of the phenomenon is analogous to the dissatisfaction of Nyquist Rate in signal processing, we call it spatial frequency collapse. On the other hand, when point clouds get comparatively dense due to higher quality of reconstruction or depth sensor, the size of point feature would grows proportionally, which consumes more memory for storage and training. Besides, some of the point features which are only visible in a few views might not be sufficiently optimized. Dai et al. propose to use a 3D CNN to extract spatial feature. It first voxelizes the point clouds into a layered volume, and then adopts a 3D CNN to extract spacial feature. Due to the high computation complexity of 3D CNN, this model is much more heavier, and not easy to deploy. NPBG++ (Rakhimov et al.) develops a spatial mapping function motivated by sphere harmonics basis. It first uses a shared 2D CNN to extract image feature from multi-view images, and then aggregate the feature of each view into the point clouds by a linear combination of learnable basis functions over the unit sphere. This approach considers view direction as input, which would potentially generate better rendered images. However, it still suffers from proportionally increasing memory as the point clouds get more dense, similar to NPBG . Besides, it requires an additional U-Net as a image feature extractor which further increase model size. Radiance Mapping Comparing to the above spatial mapping functions, our method is much more light-weight. Our compact representation store the view-dependent radiance of the object surface. The idea is motivated from the volumetric rendering formulation in Ne RF representations (Mildenhall et al.), which take the 3D coordinate x = (x, y, z) and view direction d = (θ, ϕ) as inputs and output the color c and density σ using a multi-layer perceptron (MLP) FΘ, parameterized by Θ: c, σ = FΘ(x, d) (1) Since Ne RF representations assume no explicit geometry exists, each point lying on the camera ray r = o + td are queried and aggregated to obtain the final pixel color C(r): C(r) = Z tf tn T(t)σ(r(t))c(r(t), d)dt (2) T(t) = exp Z t tn σ(r(s))ds (3) L2 Loss & Perceptual Loss Point Cloud Ray Direction 𝑋𝑞𝑢𝑒𝑟𝑦= 𝑜+ 𝑧𝑝𝑐𝑑 Camera Parameters Figure 3: Our end-to-end point clouds rendering pipeline. We use the z-buffer obtained from the rasterization stage to perform coordinate rectification. The rectified coordinates are fed into the radiance mapping MLP. The output feature map is sent to the refinement stage, which is implemented as a U-Net. We train the MLP and U-Net with a weighted sum of L2-loss and perceptual loss. T(t) denotes the accumulated transmittance along the ray. Suppose the camera ray first intersects with an object surface at point po = o + tod. For those points that lie in front of po, which satisfy {p = o + td|t < to}, would correspond to σo = 0. Substituting it into Eqn. 3 yields {T(t) = 0|t < to}. Then we consider the points that lie behind po, which satisfy {p = o + td|t > to}. One case is that the density of po equals to a comparatively large value, meaning that the object surface is opaque. In this case we have {T(t) 0|t > to} according to Eqn. 3. Another case is that the density of po equals to a small value, in which the object surface is translucent. We demonstrate that the latter case could be discarded in point clouds rendering. (i) No matter the point clouds are reconstructed by MVS algorithms or collected by depth sensors, only the first intersected surface would be revealed in the point clouds. It is impractical and not necessary to evaluate the surfaces behind the first one. (ii) Even if only the first-intersected surface is evaluated, the correct pixel color could still be modeled in practice, since the point color c(r(to), d) would be fitted to the pixel color C(r) during optimization. Figure 2 (left) shows the Drums scene in Ne RF-Synthetic dataset, where the drum membrane is a translucent surface. We could see that the drum shelf behind the membrane is a thin column. If the translucency is modeled correctly, we should at least see the outline of the shelf. But in Ne RF results we could see no outline but blurry artifact. It means that the density of the membrane predicted by Ne RF is comparatively large such that the shelf behind is invisible. With no regard to the points that lie behind the intersection po, our method could still obtain similar results, or even better. Please refer to experiment section for more analysis. Given that {T(t) = 0|t < to} and {T(t) 0|t > to} , the pixel color C(r) becomes a single evaluation on po according to Eqn. 2. Thus we simply remove the density prediction in Ne RF representation (Eqn. 1). Moreover, we output the latent feature L that encodes the color to a higher dimension instead of RGB as prior works do. Then Eqn. 1 is reformulated as L = FΘ(x, d) (4) Since we do not need to predict the density, we reduce the number of MLP layers from 13 in Ne RF to 5, yielding a model size as small as 0.75M. This compact architecture enables fast inference and small storage requirement. As compared in Table 4, our spatial mapping model is notably smaller than its counterparts in prior works. Since our model is light-weight with respect to model size and computation and needs only single time inference for each pixel, it is possible to deploy it in mobile computing device like smart phones or AR/VR headsets. Based on our radiance mapping, we further improve the performance by rectifying the raw coordinates of point clouds. One critical characteristics of point clouds is that it is generally noisy and sparse, due to unsatisfactory reconstruction or measurement quality. Specifically, the points ppcd in a point cloud actually lie around the object surface pobj with a spatial noise ϵ. We denote its coordinate with xpcd = xobj +ϵ. If we feed the raw point clouds into Eqn. 4, we obtain Lpcd = FΘ(xobj +ϵ, d), meaning that the queried latent code is actually from a nearby coordinate around the surface. The noise is mainly handled by adopting a coordinate rectification step before we feed them into the MLP. As shown in Figure 1 (b), after rasterization, we obtain the closest point to the camera position and its z-buffer for each pixel via depth test. We conduct ray marching to find the estimated intersection between the ray and the approximate surface. Specifically, we calculate the point which share the same z-buffer with the closest point and also lies on the ray: xquery = o + zpcd cos θ d (5) where o and d are the camera position and the normalized direction, and θ is the angle between the ray and the z axis pointing to the center of the scene. This simple approach has obvious benefits over prior art. This is because that using the raw point clouds would lead to spatial frequency collapse as conventional neural descriptors do. Namely, when the point clouds are sparse, the same point would be rasterized to multiple pixels. In other words, nearby pixels are highly probable to be queried to the same latent feature from the MLP mapper, leading to blurred results. Also, the point density of the raw point clouds has a non-uniform distribution on different parts. Thus the color of the closer points would have a larger impact on each other, as shown in Figure 1 (b). In Ne RF-Synthetic Scan Net DTU Method PSNR SSIM LPIPS PSNR SSIM LPIPS PSNR SSIM LPIPS NPBG 30.47 0.957 0.046 25.08 0.737 0.459 30.24 0.895 0.130 NPBG++ 30.52 0.960 0.042 25.24 0.755 0.444 30.25 0.894 0.131 Ours 31.74 0.968 0.029 25.88 0.794 0.414 30.81 0.904 0.128 Ne RF 33.07 0.989 0.064 25.63 0.765 0.436 31.03 0.909 0.127 Table 1: Results on three datasets. For Ne RF-Synthetic, the results are averaged on Ficus, Hot Dog and Mic, following NPBG++. Method Chair Drums Ficus Hotdog Lego Materials Mic Ship Mean NPBG 28.81 23.57 28.23 32.03 27.72 27.24 31.16 26.04 28.10 NPBG++ 28.72 23.60 28.11 32.22 27.84 27.12 31.23 26.11 28.12 Ours 31.13 24.51 29.09 33.20 26.62 28.03 32.94 26.14 28.96 Ne RF 33.00 25.01 30.13 36.18 32.54 29.62 32.91 28.65 31.01 Table 2: Per-scene PSNR in Ne RF-Synthetic. contrast, our proposed rectification offers a more uniformlydistributed points density. Thus it results in more accurate geometry recovery. Empirical results also prove the effectiveness of this approach. The End-to-End Point Clouds Rendering Pipeline Our pipeline could be divided into three stages: rasterization, radiance mapping and refinement. In rasterization stage, we first transform the point clouds from world space to camera space. For each pixel, we search the points that lie within a radius threshold τ to the ray omitted from the camera to the pixel. The obtained points with their properties are socalled fragments. Since this searching process is not required to be differentiable, it could be implemented by hardwareaccelerated framework such as Open GL (Shreiner, Group et al.) and ran in real time. In our experiments, we find the Open GL-based implementation are 8-10 times faster than a pure software implementation, such as Py Torch3D (Johnson et al.). Based on the fragments obtained from the per-pixel search, we keep the closest point to the camera for the occupied pixels and abandon the rest, since we only evaluate the first intersected surface. Note that there are some unoccupied pixels that no points are found within the threshold τ. These pixels leads to the artifact caused by the sparsity of point clouds and would be processed in the refinement stage. We transform the raw coordinates of the occupied pixels to the queried coordinates using the rectification in Eqn. 5. Then we transform the queried coordinates xquery = Nocc 3 with position encoding introduced in Ne RF (Mildenhall et al.) and feed them into our spatial mapping function FΘ using Eqn. 4, and obtain the latent feature L = Nocc C. Then we re-organize these features back to a H W C feature map, while we assign zero to the feature of those unoccupied pixels. The feature map output by MLP goes into the refinement stage. Unlike Ne RF representation which uses a pure MLP design, the refinement stage is indispensable for point clouds rendering. The spatial mapping stage guarantees multi-view consistency, but outputs noisy 3D feature, while the refinement network is agnostic to the 3D geometry, but learn the texture of the images relying on the capability of convolution layers. The refinement stage is implemented as a 2D U-Net (Ronneberger, Fischer, and Brox). After the feature map is processed by the U-Net, we obtain the rendered image in shape of H W 3. We supervised the training by using the weighted sum of L2-loss and perceptual loss (Johnson, Alahi, and Fei-Fei; Dosovitskiy and Brox) as done in (Dai et al.), whose weights are 1 and 0.01 respectively. Experiments Benchmark Evaluation Settings We experiment on three datasets: Ne RFSynthetic (Mildenhall et al.), Scan Net (Dai et al.) and DTU (Aanæs et al.). To speed up the training process, we only rasterize the point clouds once and save the fragments for reusing, since the training and testing views are fixed. We set the radius threshold τ as 5e-3 for Ne RF-Synthetic, 1.5e-2 for Scan Net, and 3e-3 for DTU. The selection of τ depends on the density of point clouds. If τ is set too large, the rasterized points would be inaccurate. If τ is set too small, then more pixels would become unoccupied, causing a so-called bleeding issue. We employ the same positional encoding to the input queried coordinates and ray directions as done in Ne RF. The output feature dimensions of each MLP layer are 256, 256, 256, 128 and 8 respectively. The input ray directions are concatenated with the output of second fully-connected layer. We use the same U-Net architecture as NPBG, where gated blocks are employed, consisting of gated convolution, Re LU and instance normalization layers. The U-Net down-samples the feature map for four times. The feature dimensions of each layer are 16, 32, 64, 128, 256. We use the Adam optimizer for training, with a batch size of 1. The initial learning rates of MLP and U-Net are 5e-4 and 1.5e-4 respectively, which are multiplied by 0.9999 in each step. We compare our methods Ground Truth Ours NPBG NPBG++ Ground Truth Ours NPBG NPBG++ Scan Net-0043 Scan Net-0000 Figure 4: We compare the rendered novel views between our method and prior works. From the Drums scenes, we could see that the reflection rendered by our method is more photo-realistic than NPBG and NPBG++. Similar phenomenon is also observed in DTU-110. Besides, our method is able to produce elaborate details, such as the fine holes in the Mic scene, and the toes in DTU-118. We urge readers to zoom in the images for better observations. with NPBG, NPBG++ and Ne RF, using PSNR, SSIM and LPIPS as evaluation metrics. Results We show the quantitative results in Table 1. For Ne RF-Synthetic, we report the results on Ficus, Hot Dog and Mic in Table 1, as done in NPBG++ (Rakhimov et al.). Besides, we additionally conduct experiments on all eight scenes and show their PSNR in Table 2. Our method outperforms prior arts with notable margins on each dataset in terms of PSNR, SSIM and LPIPS. Compared to Ne RF, our method achieves comparable results on Ne RF-Synthetic and DTU, and even better results on Scan Net. It demonstrates the effectiveness of our methods under various scenes. Table 2 shows per-scene PSNR in Ne RF-Synthetic. From Table 2, we could see our methods achieve better results than NPBG and NPBG++ on 6 scenes out of 8, except for Lego and Ship. In Figure 4, we illustrate the zoom-in views of four scenes. From the Drums scenes, we could see that the reflection rendered by our method is more photo-realistic than NPBG and NPBG++. Similar results are observed in DTU-110. Besides, our method is able to produce elaborate details, such as the fine holes in the Mic scene, and the toes in DTU-118. We argue the reason that NPBG and NPBG++ lose fine details is the spatial frequency collapse and neighbor point disturbance issues caused by the discrete neural descriptors. Figure 2 compare our method against Ne RF. As analyzed before, our method and Ne RF both model the translucency by optimizing the color of first-intersected surface. Our method avoids blurry artifact by leveraging the explicit geometry provided by point clouds. Besides, from the Materials scene, we observe that our method produces better specular reflection effect. Complexity Analysis (a) Model Size Our model includes a 5-layer MLP for radiance mapping and a U-Net for refinement. Their sizes are 0.75M and 7.3M respectively. The Ne RF MLP has a size of 4.8M. NPBG (Aliev et al.) uses the same U-Net architecture as ours (7.3M), but its neural descriptors are proportional to the number of points. Demonstrated with Scan Net, whose point clouds are about in the size of 2 millions points, the model size of the neural descriptors would be 61M. Hence the total size of NPBG is 68.3M. NPBG++ (Rakhimov et al.) uses a convolution neural network in the size of 17.5M as the image feature extractor to obtain the neural descriptor. Besides, NPBG++ uses a smaller U-Net in refinement stage, whose size is 1.2M. It results in a totol model size of 18.7M. Plen Octree has a much larger model size as 440M. (b) Time Complexity In Table 4, we show the Frame Per Second (FPS) of each method. All results are measured on a Ti TAN Xp with an image size of 800 800. The point cloudsbased methods (ours, NPBG and NPBG++) require rasterization for pre-processing (All implemented in Open GL). NPBG and NPBG++ need to rasterize the point clouds five times into five different resolution to feed into the refinement U-Net, while ours only need one. Therefore their FPS are slightly lower than ours. Our method outperforms these two methods with a FPS of 20. Ne RF needs burdersome pre-processing, which severely slower the speed, yielding a 0.015 FPS. Point-Ne RF follows the volume rendering formulation like Ne RF with point clouds as input. Hence it also suffers from heavy sampling and high computation cost, with an FPS of 0.125. Method Chair / / Drums / / Lego / / Mic / / NPBG++, 1 29.33 / 0.950 / 0.045 24.68 / 0.919 / 0.067 27.27 / 0.905 / 0.080 32.72 / 0.971 / 0.026 Ours, 1 , w/o Rect. 32.56 / 0.969 / 0.024 24.57 / 0.923 / 0.056 26.48 / 0.898 / 0.069 32.36 / 0.979 / 0.017 Ours, 1 33.63 / 0.977 / 0.021 25.05 / 0.931 / 0.051 27.16 / 0.910 / 0.066 33.44 / 0.983 / 0.014 NPBG++, 10 29.20 / 0.949 / 0.047 23.90 / 0.903 / 0.085 27.41 / 0.908 / 0.091 32.00 / 0.965 / 0.033 Ours, 10 , w/o Rect. 31.24 / 0.958 / 0.030 23.77 / 0.910 / 0.069 25.88 / 0.887 / 0.083 31.42 / 0.975 / 0.022 Ours, 10 32.46 / 0.967 / 0.028 24.26 / 0.919 / 0.065 26.46 / 0.900 / 0.077 32.91 / 0.981 / 0.016 NPBG++, 50 27.82 / 0.929 / 0.058 22.72 / 0.876 / 0.104 25.72 / 0.871 / 0.119 31.21 / 0.959 / 0.039 Ours, 50 , w/o Rect. 29.89 / 0.945 / 0.038 22.43 / 0.888 / 0.088 24.67 / 0.867 / 0.101 29.99 / 0.968 / 0.026 Ours, 50 31.34 / 0.959 / 0.034 22.99 / 0.900 / 0.082 25.51 / 0.888 / 0.088 31.64 / 0.975 / 0.021 Ours, 1 , Qurd dim 34.13 / 0.980 / 0.019 25.53 / 0.937 / 0.044 27.46 / 0.918 / 0.055 34.44 / 0.987 / 0.009 Table 3: (a) We verify our method under various density of point clouds. 1 , 10 and 50 denote down-sampling the point clouds by 1, 10 and 50 times. w/o Rect. denotes our method without coordinate rectification. The sparser the point cloud is, the more improvement brought by our method. (b) We analyze the influence of the refinement network capacity. Quad dim denotes increasing the feature dimension by a factor of 4. Results are obtained using 400 400 resolution due to GPU memory limitations. The three metrics are PSNR , SSIM and LPIPS respectively. Method Model Size FPS NPBG (61+7.3)M 17 NPBG++ (17.5+1.2)M 18 Ours (0.75+7.3)M 20 Ne RF 4.8M 0.015 Point-Ne RF 18.5M 0.125 Plen Octrees 440M 110 Table 4: Comparisons of model size and Frame Per Second (FPS). For point clouds rendering methods, the model size is seperated into spatial mapping and refinement stages. All results are measured on a Ti TAN Xp. Ablation Study Point clouds Density We evaluate our methods under different point clouds density. We select four scenes from Ne RF-Synthetic dataset (Chair, Drums, Lego and Mic) for evaluation. We conduct these experiments with a 400 400 resolution, without affecting the conclusion. Specifically, we uniformly down-sample the original point clouds by a factor of 10 and 50 respectively, to explore how much improvement the proposed method brings under different point cloud density. We compare our method against NPBG++ and our baseline without coordinate rectification. We show the PSNR, SSIM, and LPIPS in Table 3. It s seen that our method achieves best performance in almost all cases. Moreover, the sparser the point cloud is, the greater improvement is brought by our method over NPBG++ and the baseline. The reason is that in NPBG++ and the baseline, the same neural feature would be rasterized into multiple pixels and optimized to fit the average of these pixels, which would harms the rendering quality. When the point cloud becomes sparser, this issue becomes more serious. Our method with coordinate rectification could notably alleviate this issue. In Figure 5, we illustrate the rasterized feature of our method w/o Rect. w. Rect. w. Rect. w/o Rect. Figure 5: Rasterized feature of our method and baseline (w/o Rect.). Without coordinate rectification, the same neural feature would be rasterized into multiple pixels and optimized to fit the average of these pixels, which would harms the rendering quality. Our method could notably allivete the issue. and the baseline, regarding three channels as RGB. NPBG and NPBG++ has similar effect as baseline (w/o Rect.) does. Capacity of Refinement Network Since the refinement network is actually playing the role of denoising or inpainting, it would be important to know how the capacity of the network influence the image quality. We increase the channel dimension in each layer of the refinement network by a factor of four, yielding a model size of 127M. As shown in the bottom row in Table 3, increasing the capacity further improve our performance. In this work, we propose a point clouds rendering method that achieve photo-realistic rendering quality. We begin with revisiting the spatial mapping functions in prior art and then propose our radiance mapping based on the adaptation of volumetric rendering formulation on point clouds. Further, we propose coordinate rectification which alleviate the spatial frequency collapse and neighbor point disturbance issues. Composed of rasterization, spatial mapping and the refinement stages, Our method achieves the state-of-the-art performance on point clouds rendering task. Acknowledgements This work was supported by National Science Foundation of China (U20B2072, 61976137). This work was also partially supported by Grant YG2021ZD18 from Shanghai Jiao Tong University Medical Engineering Cross Research. This work was also partially supported by the Shanghai Committee of Science and Technology, China (Grant No. 20DZ1100800) Aanæs, H.; Jensen, R. R.; Vogiatzis, G.; Tola, E.; and Dahl, A. B. 2016. Large-scale data for multiple-view stereopsis. 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