SAC-NeRF: Adaptive Ray Sampling for Neural Radiance Fields via Soft Actor-Critic Reinforcement Learning
About
Neural Radiance Fields (NeRF) have achieved photorealistic novel view synthesis but suffer from computational inefficiency due to dense ray sampling during volume rendering. We propose SAC-NeRF, a reinforcement learning framework that learns adaptive sampling policies using Soft Actor-Critic (SAC). Our method formulates sampling as a Markov Decision Process where an RL agent learns to allocate samples based on scene characteristics. We introduce three technical components: (1) a Gaussian mixture distribution color model providing uncertainty estimates, (2) a multi-component reward function balancing quality, efficiency, and consistency, and (3) a two-stage training strategy addressing environment non-stationarity. Experiments on Synthetic-NeRF and LLFF datasets show that SAC-NeRF reduces sampling points by 35-48\% while maintaining rendering quality within 0.3-0.8 dB PSNR of dense sampling baselines. While the learned policy is scene-specific and the RL framework adds complexity compared to simpler heuristics, our work demonstrates that data-driven sampling strategies can discover effective patterns that would be difficult to hand-design.
Related benchmarks
| Task | Dataset | Result | Rank | |
|---|---|---|---|---|
| Novel View Synthesis | LLFF (test) | PSNR26.22 | 91 | |
| Novel View Synthesis | Synthetic-NeRF (test) | PSNR30.68 | 53 | |
| Sampling Efficiency | Synthetic-NeRF (averaged over 8 scenes) | Samples/Ray100 | 5 |