The various aspects like modeling and interpreting 3D environments and surroundings have enticed humans to progress their research in 3D Computer Vision, Computer Graphics, and Machine Learning. An attempt made by Mildenhall et al in their paper about NeRFs (Neural Radiance Fields) led to a boom in Computer Graphics, Robotics, Computer Vision, and the possible scope of High-Resolution Low Storage Augmented Reality and Virtual Reality-based 3D models have gained traction from res with more than 500 preprints related to NeRFs published. This paper serves as a bridge for people starting to study these fields by building on the basics of Mathematics, Geometry, Computer Vision, and Computer Graphics to the difficulties encountered in Implicit Representations at the intersection of all these disciplines. This survey provides the history of rendering, Implicit Learning, and NeRFs, the progression of research on NeRFs, and the potential applications and implications of NeRFs in today's world. In doing so, this survey categorizes all the NeRF-related research in terms of the datasets used, objective functions, applications solved, and evaluation criteria for these applications.
翻译:各种方面,如建模和解释三维环境和环境,已经吸引了人们在3D计算机视觉、计算机图形学和机器学习方面的研究进展。Mildenhall等人在他们的关于神经辐射场(Neural Radiance Fields)的论文中的尝试引领了计算机图形学、机器人、计算机视觉的繁荣,并且高分辨率低存储增强现实和基于虚拟现实的3D模型的潜在范围已经得到了超过500篇与NeRF相关的预印本的出版。本文作为一座桥梁,通过构建数学、几何、计算机视觉和计算机图形学的基础,探讨了这些学科交叉领域的分歧。本次调查展示了渲染、隐式学习和神经辐射场的历史,神经辐射场研究的进展,以及神经辐射场在当今世界中的潜在应用和影响。此外,本次调查将基于所使用的数据集、目标函数、解决的应用程序以及这些应用程序的评估标准分类所有与NeRF相关的研究。