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1 |LSNIF: Locally-Subdivided Neural Intersection Function
LSNIF: Locally-Subdivided
Neural Intersection Function
2025/05/09
Shin Fujieda
Chih-Chen Kao
Takahiro Harada
ACM SIGGRAPH SYMPOSIUM ON INTERACTIVE 3D
GRAPHICS AND GAMES
2 |LSNIF: Locally-Subdivided Neural Intersection Function
Introduction
• Conventional Ray Tracing Pipeline - Ray queries
• Find the ray-geometry intersection
• Accelerated with a bounding volume hierarchy (BVH)
• Typically, a two-level BVH
• BVH traversal exhibits irregular execution patterns
• Branch divergence & unpredictable memory access
• Hardware cannot fully mitigate high cost of the workload
Bottom-level
Top-level
Two-level BVH
3 |LSNIF: Locally-Subdivided Neural Intersection Function
1. Neural Intersection Function [Fujieda et al. 2023]
Replaces bottom-level BVHs with NNs
Fast and accurate for shadow-ray queries
Needs Online training (viewpoint and lighting)
Primarily limited to shadow-ray usage
2. N-BVH [Weier et al. 2024]
Offline training
Support any types of ray queries
Overfitted to each scene
No support for dynamic contents
Previous Works with Neural Networks
4 |LSNIF: Locally-Subdivided Neural Intersection Function
Locally-Subdivided Neural Intersection Function
• Extend NIF to address the limitations of previous works
Offline training for each object, supporting instanced objects
Support scene changes (e.g., camera positions, lighting conditions, rigid transformations)
Ray queries for any types of rays other than primary rays
Our hybrid path training
Ray tracing with BVHs and NNs
Complex geometries are replaced with NNs
Conventional path tracing
Ray tracing with BVHs
5 |LSNIF: Locally-Subdivided Neural Intersection Function
Locally-Subdivided Neural Intersection Function
• Overview of the methodology
• Challenge: each input feature must uniquely represent a specific ray
Occlusion
Hit distance
Normal
Albedo
Material index
Sparse hash grid
6 |LSNIF: Locally-Subdivided Neural Intersection Function
Unique Representation
• Rays with the same direction but originating from different points
7 |LSNIF: Locally-Subdivided Neural Intersection Function
Unique Representation
• Rays with the same direction but originating from different points
• In NIF:
• NN( Grid2D( Position ) + Grid2D( Direction ) )
• Effective only when the viewpoint is fixed
Direction Grid
Position Grid
Different feature Same feature
+
8 |LSNIF: Locally-Subdivided Neural Intersection Function
Unique Representation
• Rays with the same direction but originating from different points
• In NIF:
• NN( Grid2D( Position ) + Grid2D( Direction ) )
• Effective only when the viewpoint is fixed
• One possible solution:
• NN( Grid4D( Position, Direction ) )
• Computational expensive
4D Grid
Distinct feature
9 |LSNIF: Locally-Subdivided Neural Intersection Function
Unique Representation
• Rays with the same direction but originating from different points
• In NIF:
• NN( Grid2D( Position ) + Grid2D( Direction ) )
• Effective only when the viewpoint is fixed
• One possible solution:
• NN( Grid4D( Position, Direction ) )
• Computational expensive
• LSNIF solution:
• Input more data to the MLP
• Voxelize the AABB to use intersections points as inputs
Distinct feature
10 |LSNIF: Locally-Subdivided Neural Intersection Function
Locally-Subdivided Neural Intersection Function
Occlusion
Hit distance
Normal
Albedo
Material index
Sparse hash grid
11 |LSNIF: Locally-Subdivided Neural Intersection Function
Locally-Subdivided Neural Intersection Function
1. Compute the intersection points of a ray with the AABB
2. Calculate the hit points of the ray on the surface of voxels
• DDA algorithm based on the intersection points on the AABB
Occlusion
Hit distance
Normal
Albedo
Material index
Sparse hash grid
12 |LSNIF: Locally-Subdivided Neural Intersection Function
Locally-Subdivided Neural Intersection Function
3. Encode the intersections with a multi-resolution sparse hash grid
4. Get the concatenated feature vector
5. Feed the feature vector to an MLP (Multilayer Perceptron) to predict geometric properties
Occlusion
Hit distance
Normal
Albedo
Material index
Sparse hash grid
Feature vectors are located
only on the voxel boundary
Concatenated
feature vector MLP
13 |LSNIF: Locally-Subdivided Neural Intersection Function
Key Benefits of Voxelization and Encoding in LSNIF
1. Voxelization
• Distinguish each input that carry different characteristics
• No explicit voxel occupancy checks compared to sampling within regular intervals
2. Multi-resolution Sparse Hash Grid Encoding
Sparse hash grid
14 |LSNIF: Locally-Subdivided Neural Intersection Function
Key Benefits of Voxelization and Encoding in LSNIF
1. Voxelization
• Distinguish each input that carry different characteristics
• No explicit voxel occupancy checks compared to sampling within regular intervals
2. Multi-resolution Sparse Hash Grid Encoding
• Reduce memory footprint: all features are located on the voxel boundaries
• Reduce number of queries: improve inference performance
2D “Standard” Grid
Query 4 times for bilinear interpolation
2D Sparse Grid
Query 2 times for linear interpolation
Feature vector
on the voxel boundary
Feature vector
not on the voxel boundary
vs.
Feature vector : ignored
15 |LSNIF: Locally-Subdivided Neural Intersection Function
The Pipeline of LSNIF
Primary rays
• LSNIF leads to large visual errors
• Only for non-primary rays
• Use rasterization
• Store vertex and face information
• No need for BVH
(1) Prepare G-Buffers
16 |LSNIF: Locally-Subdivided Neural Intersection Function
The Pipeline of LSNIF
(1) Prepare G-Buffers
(2) Ray trace using BVH
(3) Ray trace using LSNIF
Non-primary rays
• Simple geometries
• Two-level BVH
• Shallow and small BVH
• Complex Geometries
• LSNIF
• DDA + Sparse grid + Inference
• Dedicated top-level BVH
• Two-phase approach
1. Collect hits b/w ray and LSNIF objects
2. Execute LSNIF
17 |LSNIF: Locally-Subdivided Neural Intersection Function
The Pipeline of LSNIF
(1) Prepare G-Buffers
(2) Ray trace using BVH
(3) Ray trace using LSNIF
(4) Combine and shade
18 |LSNIF: Locally-Subdivided Neural Intersection Function
Comparison between BVH and LSNIF
vertex index vertex index BVH BVH
vertex index vertex index BVH LSNIF
Up to 106x reduction
This is not needed if we use LSNIF for primary visibility too
19 |LSNIF: Locally-Subdivided Neural Intersection Function
Results
20 |LSNIF: Locally-Subdivided Neural Intersection Function
Reference (PT)
21 |LSNIF: Locally-Subdivided Neural Intersection Function
Rendering without LSNIF
22 |LSNIF: Locally-Subdivided Neural Intersection Function
Rendering with LSNIF
23 |LSNIF: Locally-Subdivided Neural Intersection Function
Reference (PT)
24 |LSNIF: Locally-Subdivided Neural Intersection Function
Error
25 |LSNIF: Locally-Subdivided Neural Intersection Function
Reference (PT)
26 |LSNIF: Locally-Subdivided Neural Intersection Function
Rendering without LSNIF
27 |LSNIF: Locally-Subdivided Neural Intersection Function
Rendering with LSNIF
28 |LSNIF: Locally-Subdivided Neural Intersection Function
Reference (PT)
29 |LSNIF: Locally-Subdivided Neural Intersection Function
Error
30 |LSNIF: Locally-Subdivided Neural Intersection Function
Memory Footprint Breakdown
• 1.56 MB / LSNIF
• 4 KB: 32^3 voxels
• 62 KB: MLP with two 128-wide hidden layers
• 1,536 KB: sparse hash grid features with 2 levels of 64^3 and 128^3
• Compressed BVH [Ylitie et al. 2017]
• 8-wide BVH
• 80 bytes / node
31 |LSNIF: Locally-Subdivided Neural Intersection Function
Compression Ratio & Performance
Memory footprint comparison Rendering time comparison
32 |LSNIF: Locally-Subdivided Neural Intersection Function
Limited Scene Change Support
33 |LSNIF: Locally-Subdivided Neural Intersection Function
Limitations and Future Extensions
• Rasterization for primary rays
• Retain vertex and face information of geometries
• Higher quality of reconstructed geometries
• Deformation support
• Require additional training
• Texture support
• Errors in texture-coordinate prediction directly result in visible artifacts
• LOD support
• Simple solution is to store multiple LSNIFs for different LODs with different voxel resolutions
34 |LSNIF: Locally-Subdivided Neural Intersection Function
LSNIF Summary
• Replace bottom-level BVHs with NNs
• Offline training for each object
• Support limited scene changes
• Transforms of objects, lights, camera
• Hybrid rendering pipeline uses
• Rasterization
• Ray tracing
• Machine learning
• 106x memory reduction compared to
compressed BVH
• 1.56 MB / LSNIF
• Outperform BVH ray tracing
for complex scenes
Rendering with LSNIF Rendering w/o LSNIF
Thank you!

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LSNIF: Locally-Subdivided Neural Intersection Function

  • 1. 1 |LSNIF: Locally-Subdivided Neural Intersection Function LSNIF: Locally-Subdivided Neural Intersection Function 2025/05/09 Shin Fujieda Chih-Chen Kao Takahiro Harada ACM SIGGRAPH SYMPOSIUM ON INTERACTIVE 3D GRAPHICS AND GAMES
  • 2. 2 |LSNIF: Locally-Subdivided Neural Intersection Function Introduction • Conventional Ray Tracing Pipeline - Ray queries • Find the ray-geometry intersection • Accelerated with a bounding volume hierarchy (BVH) • Typically, a two-level BVH • BVH traversal exhibits irregular execution patterns • Branch divergence & unpredictable memory access • Hardware cannot fully mitigate high cost of the workload Bottom-level Top-level Two-level BVH
  • 3. 3 |LSNIF: Locally-Subdivided Neural Intersection Function 1. Neural Intersection Function [Fujieda et al. 2023] Replaces bottom-level BVHs with NNs Fast and accurate for shadow-ray queries Needs Online training (viewpoint and lighting) Primarily limited to shadow-ray usage 2. N-BVH [Weier et al. 2024] Offline training Support any types of ray queries Overfitted to each scene No support for dynamic contents Previous Works with Neural Networks
  • 4. 4 |LSNIF: Locally-Subdivided Neural Intersection Function Locally-Subdivided Neural Intersection Function • Extend NIF to address the limitations of previous works Offline training for each object, supporting instanced objects Support scene changes (e.g., camera positions, lighting conditions, rigid transformations) Ray queries for any types of rays other than primary rays Our hybrid path training Ray tracing with BVHs and NNs Complex geometries are replaced with NNs Conventional path tracing Ray tracing with BVHs
  • 5. 5 |LSNIF: Locally-Subdivided Neural Intersection Function Locally-Subdivided Neural Intersection Function • Overview of the methodology • Challenge: each input feature must uniquely represent a specific ray Occlusion Hit distance Normal Albedo Material index Sparse hash grid
  • 6. 6 |LSNIF: Locally-Subdivided Neural Intersection Function Unique Representation • Rays with the same direction but originating from different points
  • 7. 7 |LSNIF: Locally-Subdivided Neural Intersection Function Unique Representation • Rays with the same direction but originating from different points • In NIF: • NN( Grid2D( Position ) + Grid2D( Direction ) ) • Effective only when the viewpoint is fixed Direction Grid Position Grid Different feature Same feature +
  • 8. 8 |LSNIF: Locally-Subdivided Neural Intersection Function Unique Representation • Rays with the same direction but originating from different points • In NIF: • NN( Grid2D( Position ) + Grid2D( Direction ) ) • Effective only when the viewpoint is fixed • One possible solution: • NN( Grid4D( Position, Direction ) ) • Computational expensive 4D Grid Distinct feature
  • 9. 9 |LSNIF: Locally-Subdivided Neural Intersection Function Unique Representation • Rays with the same direction but originating from different points • In NIF: • NN( Grid2D( Position ) + Grid2D( Direction ) ) • Effective only when the viewpoint is fixed • One possible solution: • NN( Grid4D( Position, Direction ) ) • Computational expensive • LSNIF solution: • Input more data to the MLP • Voxelize the AABB to use intersections points as inputs Distinct feature
  • 10. 10 |LSNIF: Locally-Subdivided Neural Intersection Function Locally-Subdivided Neural Intersection Function Occlusion Hit distance Normal Albedo Material index Sparse hash grid
  • 11. 11 |LSNIF: Locally-Subdivided Neural Intersection Function Locally-Subdivided Neural Intersection Function 1. Compute the intersection points of a ray with the AABB 2. Calculate the hit points of the ray on the surface of voxels • DDA algorithm based on the intersection points on the AABB Occlusion Hit distance Normal Albedo Material index Sparse hash grid
  • 12. 12 |LSNIF: Locally-Subdivided Neural Intersection Function Locally-Subdivided Neural Intersection Function 3. Encode the intersections with a multi-resolution sparse hash grid 4. Get the concatenated feature vector 5. Feed the feature vector to an MLP (Multilayer Perceptron) to predict geometric properties Occlusion Hit distance Normal Albedo Material index Sparse hash grid Feature vectors are located only on the voxel boundary Concatenated feature vector MLP
  • 13. 13 |LSNIF: Locally-Subdivided Neural Intersection Function Key Benefits of Voxelization and Encoding in LSNIF 1. Voxelization • Distinguish each input that carry different characteristics • No explicit voxel occupancy checks compared to sampling within regular intervals 2. Multi-resolution Sparse Hash Grid Encoding Sparse hash grid
  • 14. 14 |LSNIF: Locally-Subdivided Neural Intersection Function Key Benefits of Voxelization and Encoding in LSNIF 1. Voxelization • Distinguish each input that carry different characteristics • No explicit voxel occupancy checks compared to sampling within regular intervals 2. Multi-resolution Sparse Hash Grid Encoding • Reduce memory footprint: all features are located on the voxel boundaries • Reduce number of queries: improve inference performance 2D “Standard” Grid Query 4 times for bilinear interpolation 2D Sparse Grid Query 2 times for linear interpolation Feature vector on the voxel boundary Feature vector not on the voxel boundary vs. Feature vector : ignored
  • 15. 15 |LSNIF: Locally-Subdivided Neural Intersection Function The Pipeline of LSNIF Primary rays • LSNIF leads to large visual errors • Only for non-primary rays • Use rasterization • Store vertex and face information • No need for BVH (1) Prepare G-Buffers
  • 16. 16 |LSNIF: Locally-Subdivided Neural Intersection Function The Pipeline of LSNIF (1) Prepare G-Buffers (2) Ray trace using BVH (3) Ray trace using LSNIF Non-primary rays • Simple geometries • Two-level BVH • Shallow and small BVH • Complex Geometries • LSNIF • DDA + Sparse grid + Inference • Dedicated top-level BVH • Two-phase approach 1. Collect hits b/w ray and LSNIF objects 2. Execute LSNIF
  • 17. 17 |LSNIF: Locally-Subdivided Neural Intersection Function The Pipeline of LSNIF (1) Prepare G-Buffers (2) Ray trace using BVH (3) Ray trace using LSNIF (4) Combine and shade
  • 18. 18 |LSNIF: Locally-Subdivided Neural Intersection Function Comparison between BVH and LSNIF vertex index vertex index BVH BVH vertex index vertex index BVH LSNIF Up to 106x reduction This is not needed if we use LSNIF for primary visibility too
  • 19. 19 |LSNIF: Locally-Subdivided Neural Intersection Function Results
  • 20. 20 |LSNIF: Locally-Subdivided Neural Intersection Function Reference (PT)
  • 21. 21 |LSNIF: Locally-Subdivided Neural Intersection Function Rendering without LSNIF
  • 22. 22 |LSNIF: Locally-Subdivided Neural Intersection Function Rendering with LSNIF
  • 23. 23 |LSNIF: Locally-Subdivided Neural Intersection Function Reference (PT)
  • 24. 24 |LSNIF: Locally-Subdivided Neural Intersection Function Error
  • 25. 25 |LSNIF: Locally-Subdivided Neural Intersection Function Reference (PT)
  • 26. 26 |LSNIF: Locally-Subdivided Neural Intersection Function Rendering without LSNIF
  • 27. 27 |LSNIF: Locally-Subdivided Neural Intersection Function Rendering with LSNIF
  • 28. 28 |LSNIF: Locally-Subdivided Neural Intersection Function Reference (PT)
  • 29. 29 |LSNIF: Locally-Subdivided Neural Intersection Function Error
  • 30. 30 |LSNIF: Locally-Subdivided Neural Intersection Function Memory Footprint Breakdown • 1.56 MB / LSNIF • 4 KB: 32^3 voxels • 62 KB: MLP with two 128-wide hidden layers • 1,536 KB: sparse hash grid features with 2 levels of 64^3 and 128^3 • Compressed BVH [Ylitie et al. 2017] • 8-wide BVH • 80 bytes / node
  • 31. 31 |LSNIF: Locally-Subdivided Neural Intersection Function Compression Ratio & Performance Memory footprint comparison Rendering time comparison
  • 32. 32 |LSNIF: Locally-Subdivided Neural Intersection Function Limited Scene Change Support
  • 33. 33 |LSNIF: Locally-Subdivided Neural Intersection Function Limitations and Future Extensions • Rasterization for primary rays • Retain vertex and face information of geometries • Higher quality of reconstructed geometries • Deformation support • Require additional training • Texture support • Errors in texture-coordinate prediction directly result in visible artifacts • LOD support • Simple solution is to store multiple LSNIFs for different LODs with different voxel resolutions
  • 34. 34 |LSNIF: Locally-Subdivided Neural Intersection Function LSNIF Summary • Replace bottom-level BVHs with NNs • Offline training for each object • Support limited scene changes • Transforms of objects, lights, camera • Hybrid rendering pipeline uses • Rasterization • Ray tracing • Machine learning • 106x memory reduction compared to compressed BVH • 1.56 MB / LSNIF • Outperform BVH ray tracing for complex scenes Rendering with LSNIF Rendering w/o LSNIF