Machine perception / visual computing
Neural Renderer
A scene-reconstruction system that turns ordinary photographs into navigable, continuously rendered three-dimensional environments.
Development state
72%System anatomy
How the project
fits together.
This map is driven directly by the project data in Keystatic. Every layer groups the decisions, components, and current state of the work.
Acquisition
Turn an imperfect photo set into calibrated observations.
Camera calibration
Intrinsic and extrinsic parameters recovered through robust feature matching.
Capture guidance
Live quality feedback flags coverage gaps before training begins.
Representation
Encode geometry and appearance into a compact continuous field.
Hash-grid encoder
Multi-resolution spatial features replace the original positional encoding.
Dynamic objects
A temporal branch will separate moving subjects from static geometry.
Synthesis
Transform the learned field into pixels at interactive speed.
CUDA ray marcher
Empty-space skipping and fused sampling reduce render cost.
Web streaming
Progressive field delivery makes scenes explorable before full download.
Experience
Make a research artifact feel like a useful creative tool.
Scene editor
Camera paths, crop volumes, and exposure can be edited in-browser.
Public SDK
A small API will embed trained scenes into third-party products.
The full story
Why build another renderer?
Neural radiance fields are often presented as an impressive output image and a compact equation. The difficult engineering lies between those two things: unreliable camera poses, memory pressure, long feedback loops, and a representation that does not naturally fit the web.
This project treats reconstruction as a complete product pipeline rather than a model demo. A scene begins as an unstructured set of photographs and ends as a progressively streamed experience that can be opened on an ordinary device.
The representation
The scene is a continuous volumetric function:
Position and direction produce colour and density . Rendering integrates those predictions along a camera ray. The current implementation replaces a deep positional network with a compact multiresolution hash grid, spending capacity where the scene contains detail.
What matters now
Raw render quality is no longer the bottleneck. The active work is about interaction: making partial downloads useful, exposing uncertainty, and helping a person understand where a reconstruction is trustworthy. That is the difference between a paper implementation and a tool.
Timeline
Progress,
without revisionism.
A chronological record of milestones, course corrections, and the next concrete step.
- 01complete
Research baseline
Reproduced the original NeRF paper and established quality and speed benchmarks.
- 02complete
Instant encoding
Introduced a multiresolution hash grid and reduced training from hours to minutes.
- 03complete
Custom ray marcher
Moved sampling and compositing into a fused CUDA kernel.
- 04active
Browser editor
The current focus: a progressive Three.js viewer with authoring tools.
- 05planned
SDK release
Package the renderer and streaming protocol behind a stable public API.