Quant-NeRF: Efficient End-to-End Quantization of Neural Radiance Fields with Low-Precision 3D Gaussian Representation
Neural Radiance Field (NeRF) has been widely investigated for high-quality 3D object rendering based on captured 2D images. Previous research works have continuously improved the rendering quality with various sample representation and encoding strategies. However, a common bottleneck of NeRF is the...
Saved in:
| Published in: | Proceedings of the ... IEEE International Conference on Acoustics, Speech and Signal Processing (1998) pp. 1 - 5 |
|---|---|
| Main Authors: | , , , |
| Format: | Conference Proceeding |
| Language: | English |
| Published: |
IEEE
06.04.2025
|
| Subjects: | |
| ISSN: | 2379-190X |
| Online Access: | Get full text |
| Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
| Summary: | Neural Radiance Field (NeRF) has been widely investigated for high-quality 3D object rendering based on captured 2D images. Previous research works have continuously improved the rendering quality with various sample representation and encoding strategies. However, a common bottleneck of NeRF is the extreme computational cost and the lack of compatibility with resource-constrained hardware. Despite the high fidelity of the rendered object, the extensive processing time of the pre-trained NeRF model largely degrades the feasibility of energy-efficient NeRF, especially for resource-constrained edge devices such as augmented/virtual reality (AR/VR) headsets. Most prior works focused on efficient hash table representation or simplified tensorial radiance fields with high-precision representation. However, the efficient, low precision, and hardware deployable NeRF with Gaussian-based modeling remains largely under-explored. Motivated by that, this paper proposes Quant-NeRF, a novel hardware-aware algorithm that performs 3D rendering with end-to-end low-precision representation and hardware deployable computation. Quant-NeRF achieves 60× acceleration compared to prior works on GPU, while maintaining high rendering quality as the full-precision baseline. The proposed algorithm achieves peak performance of 250 FPS. |
|---|---|
| ISSN: | 2379-190X |
| DOI: | 10.1109/ICASSP49660.2025.10889510 |