LSNIF: Locally-Subdivided Neural Intersection Function
Paper: Locally‑Subdivided Neural Intersection Function (LSNIF) – SIGGRAPH 2024 (Washington, DC)
Authors: Shin Fujieda, Chih‑Chen Kao, Takahiro Harada
1. Problem & Motivation
- Ray‑tracing bottleneck: Bounding‑volume hierarchies (BVHs) dominate runtime cost in path tracing, especially for complex scenes with millions of triangles.
- Goal: Replace the geometry‑specific part of a BVH with a compact, neural representation that can be queried at render time, while still supporting typical scene edits (camera, lighting, object transforms).
2. Core Idea – LSNIF
- Neural Intersection Function (NIF): A small MLP that, given a ray and a set of sampled points along the ray, predicts the exact intersection point, surface normal, and shading normal.
- Local subdivision: The scene is partitioned into axis‑aligned bounding boxes (AABBs). Each AABB contains its own NIF, trained independently (“locally‑subdivided”).
- Training data: For each AABB, rays are cast through a dense voxel grid; the first H hit points (up to 64) are collected, rasterized to obtain ground‑truth geometry (normals, shading normals). These samples become the training set.
- Encoding: Multi‑resolution hash‑grid positional encoding (Müller et al. 2022) is used to compress the voxel‑level geometry into a low‑dimensional feature vector, which is fed to the MLP.
3. Methodology
Component | Details |
---|---|
Voxelization | Uniform grid of resolution V (e.g., 64³). Occupancy stored as a binary 3‑D texture. |
Feature extraction | For each ray, up to H intersection points are sampled; their hash‑encoded features are concatenated → input vector (≈ H·C). |
Network | 4‑layer MLP (256 hidden units) with ReLU; trained with Adam (lr = 1e‑3) for 200 k iterations. |
Hash table size | M = 2⁹ (≈ 512 entries) – balances memory and quality. |
Training | Offline, viewpoint‑independent, lighting‑independent. Takes ~2 min per object on an AMD CDNA‑2 GPU. |
Inference | At render time, a ray traverses the AABB of an LSNIF; the MLP predicts intersection distance and normals. |
4. Key Results
- Memory compression: Geometry that would require > 200 MB BVH (e.g., Stanford Bunny + Dragon + Statues) is stored in < 20 MB of neural parameters.
- Visual fidelity:
- FLIP error ≈ 0.008 vs. 0.024 for the prior Neural Intersection Function (NIF).
- Outperforms N‑BVH (0.007 vs. 0.019) and geometric LODs at comparable memory budgets.
- Scene editing: Light, camera, and rigid‑body transforms can be changed without retraining; demonstrated on animated sequences (Fig. 13).
- Performance:
- On AMD CDNA‑2, LSNIF inference ≈ 2–3 × slower than hardware‑accelerated BVH traversal (still > 10 k rays/s).
- DirectX Ray‑Tracing (DXR) integration works but incurs divergence overhead; future work targets Work‑Graph API for batch inference.
5. Limitations
Issue | Why it matters | Current handling |
---|---|---|
Topological changes / deformation | Network encodes a fixed surface. | Requires retraining. |
Texture coordinates | No UV prediction → no texture mapping, normal maps. | Rasterization for primary visibility only. |
Opaque‑only assumption | No support for transmissive or subsurface scattering. | Future extension planned. |
Input size | Concatenating many point features yields large vectors → larger MLP, slower inference. | Fixed H = 64; explore compact encodings. |
LOD | No hierarchical detail; multiple resolutions would waste memory. | Simple multi‑resolution voxel grids; need smarter LOD scheme. |
Self‑intersection epsilon | Fixed ε may cause artifacts on very thin geometry. | Fixed small ε; adaptive scheme left for future work. |
Camera types | Pipeline relies on rasterization for primary visibility → perspective only. | Extend to spherical/fisheye cameras. |
6. Future Directions
- Training‑free texture handling: Learn stable UV predictions or integrate neural texture compression (e.g., Neural Texture Block Compression).
- More efficient input representation: Reduce the dimensionality of the concatenated feature vector (e.g., attention‑based pooling).
3 Adapt hardware acceleration: Leverage AMD matrix cores / work‑graph API to batch MLP inference and reduce divergence. - Support for transmissive/sub‑surface materials and adaptive epsilon for robust self‑intersection handling.
- Level‑of‑Detail (LOD) for neural geometry: hierarchical LSNIFs or continuous‑detail encodings.
7. Take‑away
LSNIF demonstrates that a neural intersection function can replace the geometry‑specific portion of a BVH, achieving orders‑of‑magnitude memory compression while still allowing post‑training scene edits. Although inference speed still lags behind dedicated hardware BVH traversal, the approach shifts most of the computational burden to an offline training phase, opening a path toward neural‑accelerated ray tracing as matrix‑core hardware matures.