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Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries

About

Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes beyond point-based rendering and decouples geometry and appearance in order to achieve a compact representation. We use surfels for geometry and a combination of a global neural field and per-primitive colours for appearance. The neural field textures a fixed number of primitives for each pixel, ensuring that the added compute is low. Our representation matches the perceptual quality of 3D Gaussian splatting while using $9.7\times$ fewer primitives and $5.5\times$ less memory on outdoor scenes and using $31\times$ fewer primitives and $3.7\times$ less memory on indoor scenes. Our representation also renders twice as fast as existing textured primitives while improving upon their visual quality.

Victor Rong, Jan Held, Victor Chu, Daniel Rebain, Marc Van Droogenbroeck, Kiriakos N. Kutulakos, Andrea Tagliasacchi, David B. Lindell• 2025

Related benchmarks

TaskDatasetResultRank
Novel View SynthesisMipNeRF 360 Outdoor
PSNR24.77
112
Novel View SynthesisMipNeRF 360 Indoor
PSNR31.32
108
Novel View SynthesisMip-NeRF360
PSNR27.35
104
Novel View SynthesisTanks&Temples
PSNR23.55
52
Novel View SynthesisCustom
PSNR27.04
24
Novel View SynthesisMip-NeRF360
FPS50
5
Novel View SynthesisMip-NeRF360 Indoor
FPS40
3
Novel View SynthesisMip-NeRF360 Outdoor
FPS58
3
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