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Jul 30

Splat the Net: Radiance Fields with Splattable Neural Primitives

Radiance fields have emerged as a predominant representation for modeling 3D scene appearance. Neural formulations such as Neural Radiance Fields provide high expressivity but require costly ray marching for rendering, whereas primitive-based methods such as 3D Gaussian Splatting offer real-time efficiency through splatting, yet at the expense of representational power. Inspired by advances in both these directions, we introduce splattable neural primitives, a new volumetric representation that reconciles the expressivity of neural models with the efficiency of primitive-based splatting. Each primitive encodes a bounded neural density field parameterized by a shallow neural network. Our formulation admits an exact analytical solution for line integrals, enabling efficient computation of perspectively accurate splatting kernels. As a result, our representation supports integration along view rays without the need for costly ray marching. The primitives flexibly adapt to scene geometry and, being larger than prior analytic primitives, reduce the number required per scene. On novel-view synthesis benchmarks, our approach matches the quality and speed of 3D Gaussian Splatting while using 10times fewer primitives and 6times fewer parameters. These advantages arise directly from the representation itself, without reliance on complex control or adaptation frameworks. The project page is https://vcai.mpi-inf.mpg.de/projects/SplatNet/.

  • 6 authors
·
Oct 9, 2025

Urban Radiance Field Representation with Deformable Neural Mesh Primitives

Neural Radiance Fields (NeRFs) have achieved great success in the past few years. However, most current methods still require intensive resources due to ray marching-based rendering. To construct urban-level radiance fields efficiently, we design Deformable Neural Mesh Primitive~(DNMP), and propose to parameterize the entire scene with such primitives. The DNMP is a flexible and compact neural variant of classic mesh representation, which enjoys both the efficiency of rasterization-based rendering and the powerful neural representation capability for photo-realistic image synthesis. Specifically, a DNMP consists of a set of connected deformable mesh vertices with paired vertex features to parameterize the geometry and radiance information of a local area. To constrain the degree of freedom for optimization and lower the storage budgets, we enforce the shape of each primitive to be decoded from a relatively low-dimensional latent space. The rendering colors are decoded from the vertex features (interpolated with rasterization) by a view-dependent MLP. The DNMP provides a new paradigm for urban-level scene representation with appealing properties: (1) High-quality rendering. Our method achieves leading performance for novel view synthesis in urban scenarios. (2) Low computational costs. Our representation enables fast rendering (2.07ms/1k pixels) and low peak memory usage (110MB/1k pixels). We also present a lightweight version that can run 33times faster than vanilla NeRFs, and comparable to the highly-optimized Instant-NGP (0.61 vs 0.71ms/1k pixels). Project page: https://dnmp.github.io/{https://dnmp.github.io/}.

  • 6 authors
·
Jul 20, 2023

VIRUS-NeRF -- Vision, InfraRed and UltraSonic based Neural Radiance Fields

Autonomous mobile robots are an increasingly integral part of modern factory and warehouse operations. Obstacle detection, avoidance and path planning are critical safety-relevant tasks, which are often solved using expensive LiDAR sensors and depth cameras. We propose to use cost-effective low-resolution ranging sensors, such as ultrasonic and infrared time-of-flight sensors by developing VIRUS-NeRF - Vision, InfraRed, and UltraSonic based Neural Radiance Fields. Building upon Instant Neural Graphics Primitives with a Multiresolution Hash Encoding (Instant-NGP), VIRUS-NeRF incorporates depth measurements from ultrasonic and infrared sensors and utilizes them to update the occupancy grid used for ray marching. Experimental evaluation in 2D demonstrates that VIRUS-NeRF achieves comparable mapping performance to LiDAR point clouds regarding coverage. Notably, in small environments, its accuracy aligns with that of LiDAR measurements, while in larger ones, it is bounded by the utilized ultrasonic sensors. An in-depth ablation study reveals that adding ultrasonic and infrared sensors is highly effective when dealing with sparse data and low view variation. Further, the proposed occupancy grid of VIRUS-NeRF improves the mapping capabilities and increases the training speed by 46% compared to Instant-NGP. Overall, VIRUS-NeRF presents a promising approach for cost-effective local mapping in mobile robotics, with potential applications in safety and navigation tasks. The code can be found at https://github.com/ethz-asl/virus nerf.

  • 6 authors
·
Aug 13, 2024

SchGen: PCB Schematic Generation with Semantic-Grounded Code Representations

Printed circuit board (PCB) schematic design defines nearly all electronic hardware, but it remains manual and expertise-intensive. While generative AI has advanced digital and analog IC design, PCB schematic generation from natural-language intent is largely unexplored. This paper presents SchGen, the first large language model that generates editable PCB schematics from natural-language requests. The key challenge lies in the lack of an LLM-suited representation and a large-scale dataset. Current schematic formats are dominated by verbose, tool-specific syntax and geometry-heavy descriptions, making them difficult to generate reliably. We introduce a semantically grounded code representation that encodes schematic editing primitives with relative placement and pin-name-based wiring, transforming a geometry-driven generation problem into a semantics-driven matching task amenable to LLMs. We further construct a large-scale dataset of PCB schematics paired with user prompts via a human-agent collaborative pipeline that converts open-source hardware designs into our representation. Experiments show that SchGen significantly outperforms alternative representations and even larger general-purpose LLMs on wire connectivity accuracy and functional correctness. Our results highlight the critical role of representation design in enabling generative models for complex hardware design tasks.

  • 4 authors
·
May 27

Robust Moment-Based Estimation via Spectral Gradient Reweighting

Moment-based estimation is a theoretically attractive approach to parametric inference, especially when likelihood-based estimation is unavailable, misspecified, or computationally inconvenient. However, the moment equations involve sample averages, which makes moment-based estimation sensitive to outliers. We propose the SGR-GMM algorithm, a robust generalized method of moments (GMM) procedure that uses a spectral gradient reweighting (SGR) primitive to soft-reweight the per-observation gradients during the moment-matching optimization. Our analysis has three layers. First, for a fixed center, the SGR primitive is formulated as an entropy-regularized spectral game between a sample-weight player and a density-matrix player, which is analyzed using classical multiplicative-weights and matrix-multiplicative-weights regret bounds. Second, we establish explicit convergence radius and finite termination bound for the fixed-center updates in the SGR primitive. Third, we prove a local finite-sample parameter estimation error bound with explicit dependence on the contamination fraction, inlier gradient stability, local GMM identification strength, and optimization accuracy. We further specialize the SGR-GMM algorithm to obtain a robust diagonally-weighted GMM (DGMM) estimator for estimating heteroscedastic low-rank Gaussian mixtures observed under additive Gaussian noise and strong contamination. In the numerical experiments, the SGR primitive produces nearly-oracle gradient estimation and the robust DGMM specialization substantially improves over non-robust moment baselines. The code and data are available at https://github.com/liu-lzhang/sgr-gmm.

  • 2 authors
·
May 25