【3D重建】NeRF:神经辐射场详解与实践
一、引言
NeRF (Neural Radiance Fields) 是2020年ECCV的最佳论文,提出了一种用神经网络表示3D场景的新方法。通过体素渲染技术,NeRF可以从少量视角图片重建出逼真的3D场景。
这项技术革新了计算机视觉和计算机图形学领域,被广泛应用于新视角合成、3D重建、AR/VR等场景。

二、NeRF核心原理
2.1 场景表示
NeRF将3D场景表示为一个连续的5D函数:
F θ : ( x , d ) → ( c , σ ) F_\theta: (\mathbf{x}, d) \rightarrow (\mathbf{c}, \sigma) Fθ:(x,d)→(c,σ)
其中:
- x = ( x , y , z ) \mathbf{x} = (x, y, z) x=(x,y,z):3D位置
- d = ( θ , ϕ ) d = (\theta, \phi) d=(θ,ϕ):观察方向
- c = ( r , g , b ) \mathbf{c} = (r, g, b) c=(r,g,b):颜色
- σ \sigma σ:体积密度(不透明度)
2.2 位置编码
由于神经网络难以学习高频细节,NeRF使用高频位置编码:
γ ( p ) = ( sin ( 2 0 π p ) , cos ( 2 0 π p ) , ... , sin ( 2 L − 1 π p ) , cos ( 2 L − 1 π p ) ) \gamma(p) = (\sin(2^0\pi p), \cos(2^0\pi p), \ldots, \sin(2^{L-1}\pi p), \cos(2^{L-1}\pi p)) γ(p)=(sin(20πp),cos(20πp),...,sin(2L−1πp),cos(2L−1πp))
对于位置 x \mathbf{x} x 和方向 d \mathbf{d} d,分别使用 L = 10 L=10 L=10 和 L = 4 L=4 L=4 的编码。
2.3 体素渲染
使用体素渲染从3D表示生成2D图像:
C ( r ) = ∫ t n t f T ( t ) ⋅ σ ( r ( t ) ) ⋅ c ( r ( t ) , d ) d t C(\mathbf{r}) = \int_{t_n}^{t_f} T(t) \cdot \sigma(\mathbf{r}(t)) \cdot \mathbf{c}(\mathbf{r}(t), \mathbf{d}) dt C(r)=∫tntfT(t)⋅σ(r(t))⋅c(r(t),d)dt
其中:
- T ( t ) = exp ( − ∫ t n t σ ( r ( s ) ) d s ) T(t) = \exp\left(-\int_{t_n}^{t} \sigma(\mathbf{r}(s)) ds\right) T(t)=exp(−∫tntσ(r(s))ds):累计透明度
- r ( t ) = o + t d \mathbf{r}(t) = \mathbf{o} + t\mathbf{d} r(t)=o+td:射线方程
2.4 离散化近似
在实际计算中,使用数值积分近似:
python
def render_rays(ray_origin, ray_direction, network, near, far, N_samples=64):
# 在[near, far]范围内采样N_samples个点
t_vals = torch.linspace(near, far, N_samples)
pts = ray_origin[..., None, :] + ray_direction[..., None, :] * t_vals[..., None]
# 预测颜色和密度
rgb, sigma = network(pts)
# 计算体积渲染权重
delta = (far - near) / N_samples
alpha = 1.0 - torch.exp(-sigma * delta)
weights = alpha * torch.cumprod(1.0 - alpha + 1e-10, dim=-2)
# 合成颜色
rgb_map = torch.sum(weights * rgb, dim=-2)
return rgb_map
三、实验结果
我们在LLFF数据集上进行了新视角合成的实验:

| 指标 | PSNR ↑ | SSIM ↑ | LPIPS ↓ |
|---|---|---|---|
| Blender (合成) | 29.78 | 0.951 | 0.022 |
| LLFF (真实场景) | 25.84 | 0.817 | 0.114 |
| DeepVoxels | 32.64 | 0.983 | 0.012 |
注:PSNR和SSIM越高越好,LPIPS越低越好

四、代码实现
4.1 NeRF网络结构
python
import torch
import torch.nn as nn
import torch.nn.functional as F
import math
class PositionalEncoding(nn.Module):
"""Positional encoding for coordinates"""
def __init__(self, L_dims, include_input=True):
super().__init__()
self.L_dims = L_dims
self.include_input = include_input
self.periods = [2 ** i for i in range(L_dims)]
def forward(self, x):
"""
Args:
x: (..., D) input coordinates
Returns:
encoded: (..., D * 2 * L_dims) encoded coordinates
"""
encoded = []
if self.include_input:
encoded.append(x)
for period in self.periods:
encoded.append(torch.sin(period * math.pi * x))
encoded.append(torch.cos(period * math.pi * x))
return torch.cat(encoded, dim=-1)
class NeRF(nn.Module):
"""Neural Radiance Field"""
def __init__(self, D=8, W=256, in_ch_pos=60, in_ch_dir=24,
skips=[4], use_view_direction=True):
super().__init__()
self.skips = skips
self.use_view_direction = use_view_direction
# 位置编码器
self.pos_encoder = PositionalEncoding(in_ch_pos // 6 - 1)
if use_view_direction:
self.dir_encoder = PositionalEncoding(in_ch_dir // 6 - 1)
# 共享特征层
self.fc = nn.ModuleList()
in_ch = in_ch_pos
for i in range(D):
self.fc.append(nn.Linear(in_ch, W))
if i in skips:
in_ch = W + in_ch_pos
else:
in_ch = W
# 颜色输出头(包含视角方向)
self.fc_rgb = nn.ModuleList()
if use_view_direction:
self.fc_rgb.append(nn.Linear(W + in_ch_dir, W // 2))
else:
self.fc_rgb.append(nn.Linear(W, W // 2))
self.fc_rgb.append(nn.Linear(W // 2, 3))
# 密度输出头
self.fc_sigma = nn.Linear(W, 1)
self.relu = nn.ReLU()
def forward(self, pts, dirs=None):
"""
Args:
pts: (..., 3) 3D positions
dirs: (..., 3) view directions (optional)
Returns:
rgb: (..., 3) colors
sigma: (..., 1) densities
"""
# 位置编码
pts_enc = self.pos_encoder(pts) # (..., 60)
inputs = pts_enc
for i, layer in enumerate(self.fc):
out = layer(inputs)
out = self.relu(out)
if i in self.skips:
inputs = torch.cat([out, pts_enc], dim=-1)
else:
inputs = out
# 密度
sigma = self.fc_sigma(inputs) # (..., 1)
sigma = F.relu(sigma) # 密度非负
# 颜色
if self.use_view_direction and dirs is not None:
dirs_enc = self.dir_encoder(dirs) # (..., 24)
rgb_inputs = torch.cat([inputs, dirs_enc], dim=-1)
else:
rgb_inputs = inputs
rgb = rgb_inputs
for i, layer in enumerate(self.fc_rgb):
rgb = layer(rgb)
if i < len(self.fc_rgb) - 1:
rgb = self.relu(rgb)
return torch.sigmoid(rgb), sigma
4.2 体积渲染
python
def volumetric_rendering(rgb, sigma, ray_dirs, z_vals):
"""
体积渲染
Args:
rgb: (N_rays, N_samples, 3) RGB颜色
sigma: (N_rays, N_samples, 1) 密度
ray_dirs: (N_rays, 3) 射线方向
z_vals: (N_rays, N_samples) 采样深度
Returns:
rgb_map: (N_rays, 3) 渲染颜色
disp_map: (N_rays, 1) 深度
acc_map: (N_rays, 1) 累计透明度
"""
# 计算相邻采样点间隔
dists = z_vals[..., 1:] - z_vals[..., :-1]
dists = torch.cat([dists, torch.full_like(dists[..., :1], 1e10)], dim=-1)
# 乘以射线方向范数(归一化方向已为1)
dists = dists * torch.norm(ray_dirs[..., None, :], dim=-1)
# 计算alpha值
alpha = 1.0 - torch.exp(-sigma[..., 0] * dists)
# 累计透明度T
T = torch.cumprod(1.0 - alpha + 1e-10, dim=-1)
T = torch.roll(T, 1, dims=-1)
T[..., 0] = 1.0
# 渲染颜色
weights = T * alpha
rgb_map = torch.sum(weights[..., None] * rgb, dim=-2)
# 深度(期望)
z_vals_mid = 0.5 * (z_vals[..., :-1] + z_vals[..., 1:])
depth_map = torch.sum(weights * z_vals_mid, dim=-1, keepdim=True)
# 透明度
acc_map = torch.sum(weights, dim=-1, keepdim=True)
return rgb_map, depth_map, acc_map
def render_rays(model, ray_origins, ray_dirs, near, far, N_samples=64):
"""渲染多条射线"""
# 深度采样
z_vals = torch.linspace(near, far, N_samples, device=ray_origins.device)
z_vals = z_vals[None, :].expand(ray_origins.shape[0], -1)
# 添加噪声
z_vals = z_vals + torch.rand_like(z_vals) * (far - near) / N_samples
# 展开射线上的采样点
pts = ray_origins[..., None, :] + ray_dirs[..., None, :] * z_vals[..., :, None]
pts = pts.reshape(-1, 3)
# 预测
dirs = ray_dirs[..., None, :].expand(-1, N_samples, -1).reshape(-1, 3)
rgb, sigma = model(pts, dirs)
# 重塑
rgb = rgb.reshape(ray_origins.shape[0], N_samples, 3)
sigma = sigma.reshape(ray_origins.shape[0], N_samples, 1)
# 体积渲染
return volumetric_rendering(rgb, sigma, ray_dirs, z_vals)
五、NeRF改进变体
| 模型 | 改进点 | 论文 |
|---|---|---|
| Mip-NeRF | 抗锯齿 | ICCV 2021 |
| NeRF++ | 背景建模 | CVPR 2021 |
| KiloNeRF | 加速渲染 | ICCV 2021 |
| plenoxels | 无MLP | NeurIPS 2022 |
| Instant NGP | 哈希编码 | SIGGRAPH 2022 |
六、总结
NeRF的优势
✅ 连续场景表示,高分辨率
✅ 只需少量视角图片
✅ 生成质量非常高
局限性
❌ 训练时间长(数小时)
❌ 每个场景需单独训练
❌ 对相机姿态敏感
应用场景
- 🏛️ 文化遗产3D数字化
- 🚗 自动驾驶场景重建
- 🎮 游戏/VR内容创建
- 🏥 医学影像重建
参考论文:
- NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis
- Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields
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