NeRF — All Variants Cheat Sheet
Updated July 2026 with 2025–2026 SOTA additions — new entries marked ★. Algorithm names link to their papers (arXiv / project page).
July 2026 · Updated Edition
Contents
- The big picture: what NeRF is and why it mattered
- Volume rendering: the math
- Positional encoding and frequency tricks
- Hierarchical and importance sampling
- Anti-aliasing and multi-scale
- Fast NeRFs (training and rendering)
- Surface and geometry: SDF-based NeRFs
- Generative NeRF: 3D-aware GANs and diffusion-NeRFs
- Dynamic NeRF (4D)
- Inverse rendering and relighting
- Pose, calibration, and sparse-view tricks
- Large-scale, outdoor, and AV NeRFs
- NeRFs for humans, avatars, and bodies
- NeRF for robotics and 3D perception
- Editable NeRFs
- Engineering: codebases, formats, hyperparameters
- Evaluation, benchmarks, and metrics
- Failure modes and pitfalls
- Comparisons: NeRF vs. 3DGS vs. SDF vs. mesh
- Pipelines and reference recipes
- 2026 frontier: what's new and what's open
- Appendix A: 25 things every principal must know about NeRF
- Appendix B: decision tree — which NeRF variant?
- Appendix C: year-by-year milestones
1. The big picture: what NeRF is and why it mattered
NeRF represents a scene as a single MLP \(f_\theta(\mathbf{x}, \mathbf{d}) \to (\mathbf{c}, \sigma)\) that maps a 3D position \(\mathbf{x} \in \mathbb{R}^3\) and a viewing direction \(\mathbf{d} \in S^2\) to an emitted color \(\mathbf{c} \in \mathbb{R}^3\) and a volumetric density \(\sigma \ge 0\). Rendering uses the classical volume rendering integral along rays cast from the camera. There is no explicit geometry — geometry emerges from where \(\sigma\) is high after photometric optimization on multi-view images.
| Aspect | Vanilla NeRF (2020) | Modern descendants |
|---|---|---|
| Representation | MLP, implicit | MLP + feature grids / hashes |
| Train time on a scene | 1–2 days on a V100 | 5 sec (Instant-NGP) – 30 min (Zip-NeRF) |
| Render speed (1080p) | 0.05–0.3 FPS | 30–200 FPS (KiloNeRF, MERF, BakedSDF, Mip-NeRF 360 + acc.) |
| Quality (Mip-NeRF 360 PSNR) | 25.4 (NeRF) | 28.5+ (Zip-NeRF) |
| Editability | very hard | moderate (with grids / SDFs) |
| Dynamic scenes | no | yes (D-NeRF, HyperNeRF, K-Planes, NSFF) |
| Generative | no | yes (EG3D, Magic3D, 3D-aware GANs, diffusion-NeRF) |
Key
NeRF's three innovations: (i) volume rendering as a differentiable scene-encoding mechanism, (ii) positional encoding to overcome MLP spectral bias, (iii) hierarchical sampling (coarse + fine MLPs).
Every later variant changed exactly which of these to keep, replace, or augment.
2. Volume rendering: the math
2.1 Continuous form
For ray \(\mathbf{r}(t) = \mathbf{o} + t\mathbf{d}\) with near/far bounds \([t_n, t_f]\):
\[C(\mathbf{r}) = \int_{t_n}^{t_f} T(t)\, \sigma(\mathbf{r}(t))\, \mathbf{c}(\mathbf{r}(t), \mathbf{d})\, dt, \quad T(t) = \exp\!\left( -\int_{t_n}^{t} \sigma(\mathbf{r}(s))\, ds \right).\]
\(T(t)\) is the transmittance: the probability that a photon survives from \(t_n\) to \(t\).
2.2 Discretized (numerical) form
Sample \(N\) depths \(\{t_i\}\) along the ray, with \(\delta_i = t_{i+1} - t_i\):
\[C(\mathbf{r}) = \sum_{i=1}^{N} T_i\, (1 - \exp(-\sigma_i \delta_i))\, \mathbf{c}_i, \quad T_i = \exp\!\left( -\sum_{j=1}^{i-1} \sigma_j \delta_j \right).\]
The factor \((1 - e^{-\sigma_i \delta_i})\) is the per-sample alpha \(\alpha_i\); the weight is \(w_i = T_i \alpha_i\).
2.3 Estimated depth and accumulated alpha
\[\hat{z}(\mathbf{r}) = \sum_i w_i\, t_i\]
\[\mathrm{Acc}(\mathbf{r}) = \sum_i w_i.\]
\(\mathrm{Acc} < 1\) indicates a transparent (or sky) ray; \(\mathrm{Acc} \to 1\) a fully opaque ray.
2.4 Loss
\[\mathcal{L} = \sum_{\mathbf{r}} \left\| \hat{C}(\mathbf{r}) - C^\star(\mathbf{r}) \right\|_2^2\]
averaged over a random batch of rays (typically 1024–4096 per step).
Watch out
The discretization assumes piecewise-constant density between samples. With too few samples or poor stratified placement, you get aliased silhouettes and blurry texture. Mip-NeRF, Zip-NeRF, and Tri-MipRF all attack this with cone tracing or analytic prefiltering.
3. Positional encoding and frequency tricks
3.1 Sinusoidal positional encoding (PE)
\[\gamma(p) = \left( \sin(2^0 \pi p), \cos(2^0 \pi p), \ldots, \sin(2^{L-1} \pi p), \cos(2^{L-1} \pi p) \right).\]
Vanilla NeRF: \(L = 10\) for \(\mathbf{x}\), \(L = 4\) for \(\mathbf{d}\). Without PE, the MLP collapses to a blurred mean image (spectral bias of ReLU MLPs).
3.2 Integrated PE (IPE) of Mip-NeRF
Mip-NeRF replaces a single point with a Gaussian blob and computes the expected encoding, \(\mathbb{E}_{\mathbf{x} \sim \mathcal{N}(\boldsymbol{\mu}, \boldsymbol{\Sigma})}[\gamma(\mathbf{x})]\), in closed form for sinusoids:
\[\mathbb{E}[\sin(2^l \pi x)] = \exp\!\left( -\tfrac{1}{2}(2^l \pi)^2 \sigma_x^2 \right) \sin(2^l \pi \mu_x).\]
This naturally low-pass filters high-frequency PE bands as cone diameter increases, removing aliasing.
3.3 Random Fourier features (RFF)
\(\gamma(\mathbf{x}) = (\cos(2\pi B\mathbf{x}), \sin(2\pi B\mathbf{x}))\) with \(B \sim \mathcal{N}(0, \sigma^2 I)\). Tancik et al. showed isotropic Gaussian frequencies match or beat axis-aligned PE, and the bandwidth \(\sigma\) controls smoothness.
3.4 Hash and tri-plane encodings
Multiresolution hash grid (Instant-NGP, Müller et al., SIGGRAPH'22): trainable feature table per resolution level \(L \in \{1, \ldots, 16\}\), looked up via a spatial hash, trilinearly interpolated, and concatenated. The MLP becomes tiny (2 layers, 64-wide) since most capacity is in the table.
Tri-plane / k-planes / TensoRF: factorize \(\mathbf{x} \to f(\mathbf{x})\) into 2D / 1D tensor planes. TensoRF: VM (vector–matrix) decomposition. k-Planes: 6 planes for 4D (space-time). Tri-plane: 3 axis-aligned 2D planes (used by EG3D, GET3D).
DVGO / Plenoxels: dense voxel grid with trilinear interpolation; SH-only color (no MLP).
Key
The shift from "MLP everywhere" to "mostly-grid + tiny MLP" is the single biggest reason NeRF training dropped from days to seconds. Instant-NGP's hash idea trades a small probability of collision (which the MLP resolves) for \(\sim\!50\times\) faster training.
4. Hierarchical and importance sampling
Vanilla NeRF uses two MLPs: a coarse model that predicts a piece-wise constant CDF along each ray, then resamples 128 fine samples from this CDF. Modern variants:
- Proposal networks (Mip-NeRF 360): a small density network proposes a PDF; the main network is queried only at well-placed samples. 256 proposal + 64 NeRF samples is typical.
- Online stratified sampling with rejection: skip empty bins via an occupancy grid (Instant-NGP, NerfAcc).
- Anti-aliased proposal (Zip-NeRF): cone-tracing into a hash grid via a multi-sample Gaussian; sums are anti-aliased.
- Disparity / inverse-depth sampling (NDC) for forward-facing scenes.
- Contraction (Mip-NeRF 360): map \(\mathbf{x} \to \frac{\mathbf{x}}{\|\mathbf{x}\|}\left(2 - \frac{1}{\|\mathbf{x}\|}\right)\) so the unbounded background fits in a finite box.
5. Anti-aliasing and multi-scale
- Mip-NeRF (Barron et al., ICCV'21): cone-tracing + IPE; eliminates jaggies when zooming.
- Mip-NeRF 360: extends to unbounded scenes via contraction; proposal MLP; hat-shaped charge-back loss; the de-facto NVS benchmark.
- Zip-NeRF (Barron et al., ICCV'23): combines Mip-NeRF 360 anti-aliasing with hash-grid encodings via multi-sampled IPE; SOTA quality.
- Tri-MipRF: tri-mipmap of a tri-plane to anti-alias.
- Multiscale 3DGS / Mip-Splatting (analogous on the GS side).
- Nerfbusters: cleans up aliased floaters with a 3D denoiser.
6. Fast NeRFs (training and rendering)
6.1 Fast training
| Method | Trick | Train time on a single scene |
|---|---|---|
| Instant-NGP | multires hash grid + tiny MLP | 5 s – 5 min |
| Plenoxels | sparse voxel grid, no MLP | 11 min |
| DVGO | dense voxel + post-MLP color | 15 min |
| TensoRF | VM tensor decomposition | 30 min |
| K-Planes | 6 plane factors (4D) | 30 min |
| Zip-NeRF | hash grid + cone-traced IPE | 30 min |
| Nerfacto (Nerfstudio) | default production pipeline | 5–30 min |
6.2 Fast rendering
- KiloNeRF: split the scene into 1000s of tiny MLPs that fit in a thread-block.
- SNeRG / Plenoctrees / Bake-NeRF: bake the trained NeRF into a sparse voxel octree with SH for view-dependent terms.
- MERF / SMERF: memory-efficient NeRF representation for streaming.
- BakedSDF: convert NeRF to mesh + neural deferred shading.
- Re-NeRF / Adaptive shells: skip empty space; render at high FPS.
- NerfAcc library: occupancy grid + cuda samplers, gives \(5\text{–}20\times\) inference speedup.
- Mobile-NeRF: convert to textured polygons compatible with WebGL.
7. Surface and geometry: SDF-based NeRFs
The vanilla density field \(\sigma\) has fuzzy surfaces. Replace it with a signed-distance field (SDF) \(s(\mathbf{x})\) and convert to density via a learned mapping.
- NeuS (Wang et al., NeurIPS'21): \(\sigma = \alpha \cdot \Phi'(s)\), where \(\Phi\) is a logistic CDF; gives sharp surfaces and unbiased depth estimates.
- VolSDF: Laplacian transform \(\sigma = \alpha \cdot \mathrm{softplus}(-s/\beta)\) at zero-crossing.
- UniSurf: combines surface and volume rendering.
- HF-NeuS / Geo-NeuS: high-frequency surface details.
- NeuS2 / NeuralAngelo (NVIDIA, CVPR'23): Instant-NGP hash + NeuS; gives extremely detailed mesh from a few images.
- BakedSDF: bake NeuS-like field into a Marching-Cubes mesh + texture.
- NeuralWarp / D-NeuS: combine multi-view stereo with NeuS.
Key
Recipe. Surface reconstruction baseline (2026): Neuralangelo for fine-detail mesh from many views, or BakedSDF for a small mobile-friendly mesh + shader. For object-centric: SDF-based methods (NeuS, VolSDF). For cityscale: Block-NeRF or hierarchical 3DGS.
8. Generative NeRF: 3D-aware GANs and diffusion-NeRFs
3D-aware GANs (StyleGAN \(\to\) tri-plane \(\to\) NeRF). \(\pi\)-GAN (Chan et al., CVPR'21): NeRF generator with FiLM-modulated MLP. GIRAFFE: composing per-object NeRFs. EG3D (Chan et al., CVPR'22): tri-plane representation + 2D StyleGAN super-resolver; state-of-the-art portrait 3D generation. GRAM / GRAF / StyleNeRF: alternative formulations. GET3D / GANcraft / GRAM-HD: textured 3D objects.
Score-distillation for text-to-3D (NeRF backbone)
DreamFusion (Poole et al., ICLR'23): the Score Distillation Sampling (SDS) loss optimizes a NeRF with gradients from a frozen 2D text-to-image diffusion model. Magic3D: coarse NeRF \(\to\) fine textured mesh.
ProlificDreamer (VSD): variational score distillation; sharper. Latent-NeRF: SDS in latent space. Fantasia3D / Magic123 / SJC / NFSD.
3D diffusion / feed-forward 3D generators
LRM (Large Reconstruction Model): feed-forward image \(\to\) tri-plane NeRF or splat. Zero-1-to-3 / Zero123++: diffuse novel views from one image; chain into 3D. One-2-3-45 / SyncDreamer: multi-view consistency with diffusion. Wonder3D / Era3D / V3D / Stable Video 3D: video diffusion for consistent multi-view. Trellis / Hunyuan3D-2: 2025 SOTA image \(\to\) 3D producing PBR mesh / 3DGS.
9. Dynamic NeRF (4D)
- D-NeRF: scene + time as 4D MLP; deforms a canonical NeRF.
- Nerfies / HyperNeRF: hyper-dimensional deformation field for casual capture.
- NSFF (Neural Scene Flow Fields): optical flow priors for dynamic regions.
- NR-NeRF: non-rigid deformation MLP.
- TiNeuVox: time-conditioned voxel grid.
- K-Planes / Tensor4D: 6-plane factorization of 4D.
- HumanNeRF / Vid2Avatar: pose-conditioned canonical body NeRF.
- DynIBaR: dynamic image-based rendering with NeRF backbone.
- Robust Dynamic NeRF (NSFF v2): handles casual phone video with priors.
- Forward warping with depth + flow priors: combine VGG-T / DUSt3R / VGGT depth and CoTracker-style flow with a deformation NeRF.
Watch out
Truly monocular dynamic NeRF is under-constrained. Without depth or flow priors, the optimizer can "cheat" by changing geometry every frame to match colors, producing wobbling artifacts. Always add monocular depth (Marigold, Depth-Anything-v2), flow (CoTracker), and rigidity priors.
10. Inverse rendering and relighting
Decompose into BRDF + lights
NeRD (Boss et al., ICCV'21): per-point BRDF + spherical Gaussians lights. NeRFactor: factor into albedo, BRDF, normal, lighting; supports relighting. PhySG: spherical-Gaussian environment map + GGX BRDF. NeRO: handles glossy/specular reflections via split-sum. TensoIR: TensoRF backbone for inverse rendering. Neural-PBIR: physics-based inverse rendering pipeline. Ref-NeRF (Verbin et al., CVPR'22): re-parameterize view direction by reflection direction; sharper specularities. NVDiffRec: end-to-end mesh + materials + lights jointly.
One-light-at-a-time / OLAT
Relightable Neural Field: capture under known lighting variations; learn a relightable BRDF. Neural Reflectance Fields: learns reflectance per voxel. R3DG (3DGS-side analog) does the GS version of this.
Key
Recipe. Relightable scene from photos: (1) capture with varying / known lighting; (2) train Ref-NeRF or NeRO with explicit normal estimation; (3) bake BRDF + environment; (4) export to a real-time deferred-shading renderer (BakedSDF or 3DGS-IR).
11. Pose, calibration, and sparse-view tricks
- NeRF-- (Wang et al.): joint optimization of camera intrinsics/extrinsics and NeRF.
- BARF: gradually anneal positional encoding from low to high frequency to stabilize pose+NeRF joint training.
- GARF / SCNeRF / L2G-NeRF: pose-free training variants.
- InstantNeRF / iNeRF: fast pose recovery against a trained NeRF.
- DiffPoseNet / PoseDiffusion: diffusion-based pose estimators replacing COLMAP.
- Dust3R / MASt3R / VGGT: feed-forward dense correspondence + pose; widely used to initialize NeRF training without COLMAP.
- RegNeRF / DietNeRF / FreeNeRF / SinNeRF: regularizers for sparse-view (3–6 images).
- PixelNeRF / IBRNet / MVSNeRF / GeoNeRF: feed-forward NeRF conditioned on a few images.
- NerfDiff / GenNeRF: diffusion priors as regularizers for novel views.
12. Large-scale, outdoor, and AV NeRFs
- Block-NeRF (Tancik et al., CVPR'22): partition city blocks; per-block NeRF + appearance embedding; merge for street-level.
- Mega-NeRF: aerial / drone capture with multi-resolution.
- BungeeNeRF: zoom-out from satellite to street level.
- Urban NeRF: city scale with LiDAR depth supervision.
- Nerfacto-big / Nerfstudio big-scene pipelines.
- StreetSurf / S-NeRF / EmerNeRF / NeuRAD / OmniRe: AV simulation; explicit dynamics for actors.
- StreetGaussians is the GS counterpart and now dominates production AV sim.
13. NeRFs for humans, avatars, and bodies
- HumanNeRF / Vid2Avatar / SelfRecon / NeuMan / TAVA: pose-driven canonical NeRF.
- Neural Body / Animatable NeRF: SMPL pose-conditioned body NeRF.
- NeRFace / MoFaNeRF / RigNeRF: face / head NeRFs.
- HeadNeRF / IM Avatar / FLAME-NeRF: parametric face conditioning.
- RodinHD / PanoHead: full-head 3D-aware generators.
- Neural Strands: hair as filaments inside a NeRF.
- Codec Avatars (Meta): production-grade volumetric avatars (now mostly GS-based).
14. NeRF for robotics and 3D perception
- NeRF-SLAM / iMAP / NICE-SLAM / Co-SLAM / Vox-Fusion / Point-SLAM: NeRF-based mapping and tracking.
- LERF / Distilled Feature Fields / N3F / LSeg-NeRF / Feature-NeRF: distill 2D foundation features (CLIP, DINO, SAM) into a 3D field for open-vocabulary 3D queries.
- 3D Scene Graph + NeRF: structured queries for navigation and manipulation.
- NeRF for grasping: differentiable rendering for grasp prediction with sim-to-real.
- ASE / RoboNeRF / NeRF in the Real World and similar embodied uses.
15. Editable NeRFs
- NeRF-Editing / NeRF-In (boolean / region edits via mesh proxies).
- Instruct-NeRF2NeRF: Instruct-Pix2Pix iteratively re-renders training views.
- ED-NeRF / DreamEditor: text-driven local editing.
- ClipNeRF: CLIP-guided semantic editing.
- PaletteNeRF / CoNeRF: factor the field into editable layers / latent palettes.
- LERF + SAM: localize an object by CLIP query, then edit.
16. Engineering: codebases, formats, hyperparameters
16.1 Reference codebases
- nerf (Mildenhall et al., TF1): the original.
- nerf-pytorch (Yen-Chen Lin): canonical PyTorch port.
- Nerfstudio (Tancik et al.): production-grade Nerfacto, multiple methods, viewer, exporters.
- Instant-NGP (NVIDIA): C++/CUDA, fastest train, great viewer.
- tiny-cuda-nn: hash-grid + small MLPs in CUDA, library used by many.
- NerfAcc: PyTorch accelerators (occupancy grid, samplers).
- Kaolin Wisp: NVIDIA neural-field library.
- SDFStudio: SDF-based methods on top of nerfstudio.
- volsdf, neus, neuralangelo: SDF reference implementations.
16.2 File / data formats
- Camera JSON: transforms.json (Instant-NGP / Nerfstudio): per-image \(4\times4\) poses, intrinsics, distortion, file paths.
- LLFF poses_bounds.npy (forward-facing).
- COLMAP cameras.bin / images.bin / points3D.bin.
- Nerfacto exports: ply (point cloud), mesh (obj/glb), grid (snapshot).
- Instant-NGP snapshot: msgpack with hash grid + MLP weights.
16.3 Default hyperparameters by family
| Family | Optimizer / LR | Notes |
|---|---|---|
| Vanilla NeRF | Adam, 5e−4 → 5e−5 | 200–400k iters, 1024 rays/batch |
| Instant-NGP | Adam, 1e−2 → 1e−4 | 20k iters, occupancy grid |
| Mip-NeRF / 360 | Adam, 1e−3 → 1e−4 | 250k iters; proposal MLP |
| Zip-NeRF | Adam, 1e−2 → 1e−4 | 25k iters; cone-IPE samples |
| NeuS / NeuralAngelo | Adam, 5e−4 → 1e−5 | 150k iters; eikonal loss |
| Nerfacto | Adam, 1e−2 → 1e−4 | 30k iters by default |
| DreamFusion | (SDS) Adam, 5e−4 | 10k iters with classifier-free guidance |
Key
Recipe. Production NeRF baseline (2026): Nerfacto in Nerfstudio for casual capture; for geometry, switch to NeuralAngelo or BakedSDF; for quality SOTA, Zip-NeRF; for speed, Instant-NGP; for editing, GS or LERF + SAM. NeRF is no longer the default for NVS — 3DGS is — but remains best for dense-mesh recovery, relighting, and inverse rendering.
17. Evaluation, benchmarks, and metrics
17.1 Standard datasets
- NeRF Synthetic (8 toy objects, \(800\times800\)).
- LLFF (8 forward-facing scenes).
- Mip-NeRF 360 (9 unbounded scenes; the modern NVS benchmark).
- Tanks & Temples (Truck, Train, Advanced subset).
- Deep Blending (2 indoor).
- ScanNet / Replica / 7-Scenes for indoor SLAM evaluation.
- DTU for object-centric geometry.
- KITTI / Waymo / nuScenes for AV scenes.
17.2 Metrics
- Image: PSNR, SSIM, LPIPS.
- Geometry: Chamfer distance, F-score, normal consistency.
- Speed: train time, inference FPS, memory.
- Generative: FID, KID, CLIP score, user studies.
17.3 Approximate Mip-NeRF 360 PSNR landmarks
NeRF (vanilla, 2020): 25.4. Mip-NeRF: 26.0. Mip-NeRF 360: 27.7. Instant-NGP: 25.6 (fast). TensoRF: 26.9.
K-Planes: 27.2. Zip-NeRF: 28.5+. 3DGS: 27.4. Mip-Splatting: 27.7. Scaffold-GS: 27.9. (Numbers are averaged across the 9 360-scenes; expect \(\pm 0.5\) dB depending on details.)
Watch out
Test-set PSNR can be "trained on the test set" if the training/test split is sloppy. For honest comparison, use the standard splits, never tune on test, and always report SSIM + LPIPS along with PSNR. Inference speed and memory often matter more than 0.3 dB.
18. Failure modes and pitfalls
Watch out
Pitfall catalog:
- Floaters from view-overfitting. Fix with proposal MLPs, distortion loss (Mip-NeRF 360), or Nerfbusters.
- Aliasing from point sampling. Fix with cone tracing (Mip-NeRF, Zip-NeRF) or Tri-MipRF.
- Background bleed in unbounded scenes. Fix with Mip-NeRF 360 contraction.
- Pose error (especially from SfM on textureless scenes). Fix with BARF / NeRF-- / bundle-adjusting NeRFs / Dust3R initialization.
- Slow training of vanilla NeRF. Fix with hash grids, proposal networks, occupancy grids.
- Surface fuzziness: vanilla density gives blurry surfaces. Use NeuS / VolSDF.
- Specular reflections: PE-only direction can't capture sharp highlights. Use Ref-NeRF or NeRO with reflection re-parameterization.
- Dynamic over-fitting: cheating geometry to match colors per frame. Add depth/flow priors (Marigold, Depth-Anything-v2, CoTracker) and rigidity losses.
- Uneven exposure / white balance between input images. Use per-image appearance embeddings (NeRF-W / Block-NeRF).
- Sparse views: under-constrained. Use RegNeRF / FreeNeRF / NerfDiff.
- Training divergence with hash grids: aggressive LR + hash collisions. Use cosine warm-up, clip gradients, occupancy grid skip.
- Mesh extraction artifacts: marching cubes on \(\sigma\) gives bumpy surfaces; use SDF variant first.
19. Comparisons: NeRF vs. 3DGS vs. SDF vs. mesh
| Property | NeRF (Mip-NeRF / Zip-NeRF) | 3DGS / Mip-Splatting | SDF / mesh |
|---|---|---|---|
| Training time | 5–40 min (modern) | 5–40 min | similar |
| Render speed | 1–30 FPS | 100–300 FPS | GPU-rasterized, 60+ FPS |
| Editability | poor | good (move primitives) | best (manual / DCC) |
| Mesh extraction | via SDF variant | via 2DGS / SuGaR | native |
| Relighting | best (NeRO, Ref-NeRF) | emerging (relightable 3DG) | easiest with shaders |
| Dynamic / 4D | D-NeRF, K-Planes | 4DGS, Spacetime Gaussians | rigged mesh |
| Compression | MERF, Mobile-NeRF | LightGaussian, SOG | geometry/texture LoD |
| Sparse-view feed-forward | PixelNeRF, IBRNet, GeoNeRF, MVSNeRF | pixelSplat, MVSplat, NoPoSplat | traditional MVS |
| Generative | SOTA: DreamFusion, ProlificDreamer, EG3D, LRM (NeRF-based) | DreamGaussian, GaussianDreamer, Trellis | NVDiffRec, GET3D |
Key
When to use NeRF in 2026: relightable inverse rendering, sharp specular reflections, dense mesh extraction (NeuralAngelo / BakedSDF), feed-forward LRMs, generative 3D via SDS. When to use 3DGS: real-time NVS, editing, AV simulation, on-device rendering. When to use both: generative pipelines that consume NeRF intermediates and rasterize via splats.
20. Pipelines and reference recipes
Key
Recipe. Phone capture \(\to\) web-quality NeRF: take 100–300 images, run COLMAP for poses, train Nerfacto in Nerfstudio (15 min), export to mesh (ns-export poisson) or to Mobile-NeRF for browser playback. For higher quality use Zip-NeRF.
Key
Recipe. Object capture for mesh: 50–150 images on a turntable, NeuralAngelo (30 min on a 3090), extract dense mesh, bake albedo and PBR via texture re-projection.
Key
Recipe. Sparse-view NeRF (3–6 images): run DUSt3R / MASt3R / VGGT for poses + sparse depth, then RegNeRF / FreeNeRF or feed-forward MVSNeRF / pixelNeRF / NerfDiff. Skip COLMAP entirely.
Key
Recipe. Inverse rendering for relightable asset: capture under known lighting variations, train Ref-NeRF + NeRO with explicit normal estimation, decompose into albedo / roughness / metallic / normal, bake into a mesh shader.
Key
Recipe. Text-to-3D NeRF (research / prototyping): ProlificDreamer (VSD) or Magic3D coarse-to-fine, then bake to GS or mesh for production use.
Key
Recipe. NeRF-SLAM: for room-scale RGB-D, NICE-SLAM or Co-SLAM; for large indoor, SplaTAM (GS-based) is faster and more editable in 2026.
21. 2026 frontier: what's new and what's open
- Foundation feed-forward NeRFs / LRMs: image- or video-conditioned 3D generators trained on internet-scale data (LRM, Wonder3D, Stable Video 3D, V3D, Trellis-style).
- Hybrid NeRF + GS: NeRF for geometry / relightability, GS for rendering speed.
- Diffusion-based NeRF priors: 3D-consistent diffusion models that emit NeRF / tri-plane / GS in a forward pass.
- 4D world-model NeRFs: time-conditioned generators producing physically-plausible rollouts.
- Relightable BRDF NeRFs at scale: solving rendering equations with neural radiance caches; Ref-NeRF and NeRO descendants.
- Implicit + explicit hybrids: hash grids + tri-planes + sparse voxels combined for best of both.
- NeRF in foundation models for embodied AI: LERF-style distilled features at the scale of vision foundation models.
- Open problems: monocular dynamic NeRF without priors; reflective / refractive scenes; inverse rendering from in-the-wild capture; controllable / disentangled editing; on-device inference at <10 ms latency.
★ 2026 SOTA update — NeRF-side / reflections
- NeRF-Casting: Ray-traces reflected cones through the radiance field plus a small decoder network to produce photorealistic, view-consistent specular reflections in real-world unbounded scenes. From the Barron/Verbin Google group; the strongest pure-NeRF answer to shiny surfaces and a successor to Ref-NeRF.
★ 2026 SOTA update — NeRF-side / large-scale
- NeRF-XL: Principled multi-GPU distribution of a single NeRF (mathematically equivalent to the single-GPU case) rather than stitching independent blocks. First to reveal multi-GPU scaling laws for NeRF; trained on MatrixCity (258K images, 25 km²). Keeps NeRF relevant for city-scale capacity.
★ 2026 SOTA update — NeRF/3DGS convergence
- EVER: Ray-traced exact volume rendering of ellipsoid primitives at ~30 FPS 720p on an RTX 4090. No popping or view-dependent-density artifacts of 3DGS, sharpest real-time results on the Zip-NeRF dataset, and supports defocus/fisheye. A canonical example of the NeRF (exact volume rendering) and Gaussian (explicit primitives) convergence.
★ 2026 SOTA update — NeRF-side / surface reconstruction
- UniSDF: Blends camera-view and reflected-view color parameterizations in 3D on a coarse-to-fine multi-resolution grid, yielding geometrically accurate surfaces on reflective and large unbounded scenes (DTU, Shiny Blender, Mip-NeRF 360, Ref-NeRF real). Latest SDF-based reconstruction frontier.
★ 2026 SOTA update — NeRF-side / anti-aliasing
- Rip-NeRF: Projects anisotropic conical frustums onto the faces of Platonic solids and queries a learnable Ripmap encoding, characterizing anisotropic areas that isotropic hash/mip encodings miss. Advances the Mip-/Zip-/Tri-Mip anti-aliasing line.
★ 2026 SOTA update — Feed-forward / Gaussian-NeRF hybrid
- GS-LRM: Transformer LRM that predicts per-pixel 3D Gaussians from 2–4 posed images in ~0.23 s on one A100, extending the NeRF-era LRM feed-forward paradigm to scene-scale reconstruction and to the Gaussian output representation. Marks the feed-forward pipeline's shift from NeRF/tri-plane to splats.
★ 2026 SOTA update — Feed-forward / dynamic (4D)
- DGS-LRM: First feed-forward model predicting deformable 3D Gaussians from a monocular posed video of an arbitrary dynamic scene, giving real-time generalizable 4D reconstruction with novel-view rendering, geometry, and 3D scene-flow. Directly succeeds optimization-based dynamic NeRF (D-NeRF/NSFF/HyperNeRF) with a foundation-model feed-forward approach.
★ 2026 SOTA update — Feed-forward / wide-coverage reconstruction
- Long-LRM++: Long-sequence feed-forward reconstruction (up to 64 input views at 950×540) using a semi-explicit feature-Gaussian representation to fix Long-LRM blur while keeping real-time (14 FPS) rendering. Represents the 2025–2026 frontier of instant, full-scene, wide-coverage 3D reconstruction that has largely supplanted per-scene NeRF optimization.
22. Appendix A: 25 things every principal must know about NeRF
- NeRF is a continuous 5D function \(f_\theta(\mathbf{x}, \mathbf{d}) \to (\mathbf{c}, \sigma)\) with classical volume rendering.
- Discretized rendering: \(C = \sum_i T_i (1 - e^{-\sigma_i \delta_i})\, \mathbf{c}_i\).
- Vanilla NeRF uses sinusoidal positional encoding (\(L = 10\) for \(\mathbf{x}\), \(L = 4\) for \(\mathbf{d}\)).
- Hierarchical sampling (coarse + fine MLPs) was the original importance-sampling trick.
- Mip-NeRF replaces points with cones; Integrated PE anti-aliases naturally.
- Mip-NeRF 360 contraction maps unbounded scenes onto a finite ball; proposal MLP speeds up sampling.
- Zip-NeRF combines Mip-NeRF 360 with hash grids via multi-sample IPE; current quality SOTA.
- Instant-NGP uses a multiresolution hash grid and a tiny MLP; train in seconds.
- Plenoxels / DVGO show MLPs aren't strictly required for NeRF-quality NVS.
- TensoRF, k-Planes, tri-planes are tensor-factorized alternatives.
- NeuS / VolSDF / NeuralAngelo replace density with SDF for sharp surfaces; use eikonal loss.
- Ref-NeRF re-parameterizes view direction for accurate specularities.
- NeRO splits diffuse + specular with reflection direction; great for glossy.
- KiloNeRF / SNeRG / PlenOctrees / MERF bake fast renderers.
- BakedSDF converts to mesh + neural shader for mobile.
- D-NeRF / Nerfies / HyperNeRF / NSFF / K-Planes handle dynamic scenes.
- NeRF-W and Block-NeRF use per-image appearance embeddings for in-the-wild scenes.
- Block-NeRF / Mega-NeRF / BungeeNeRF scale to city / aerial.
- DreamFusion uses Score Distillation Sampling (SDS) on a frozen 2D diffusion model.
- EG3D uses tri-planes + StyleGAN super-resolver; foundational 3D-aware GAN.
- LRM / Zero-1-to-3 / Wonder3D / Trellis are feed-forward 3D generators.
- LERF distills CLIP features into a 3D field for open-vocabulary 3D queries.
- Instruct-NeRF2NeRF iteratively re-renders training views with InstructPix2Pix for editing.
- Production NeRF stack: Nerfstudio (Nerfacto + Zip-NeRF + NeuS / NeuralAngelo + LERF) + Instant-NGP for speed.
- In 2026, GS replaced NeRF for real-time NVS; NeRF still owns relighting, mesh extraction, generative 3D, and hybrid pipelines.
23. Appendix B: decision tree — which NeRF variant?
- Goal: photoreal NVS, room-scale. Zip-NeRF or Mip-NeRF 360.
- Goal: fastest NeRF training. Instant-NGP or Nerfacto.
- Goal: dense / sharp mesh. NeuralAngelo, BakedSDF, or NeuS / VolSDF.
- Goal: glossy / specular. Ref-NeRF or NeRO.
- Goal: relightable scene. NeRO, NeRD, NeRFactor, TensoIR.
- Goal: dynamic from multi-camera. K-Planes, D-NeRF, HyperNeRF.
- Goal: dynamic from monocular. NSFF / Robust Dynamic NeRF + DUSt3R/Marigold/CoTracker priors.
- Goal: avatars / humans. HumanNeRF / Vid2Avatar / NeRFace / RigNeRF.
- Goal: sparse-view feed-forward. PixelNeRF / MVSNeRF / IBRNet / pixelSplat (GS).
- Goal: text-to-3D. ProlificDreamer / Magic3D / Latent-NeRF / Trellis (GS).
- Goal: city-scale. Block-NeRF / Mega-NeRF / BungeeNeRF / NeuRAD.
- Goal: SLAM. NICE-SLAM / Co-SLAM (NeRF) or SplaTAM (GS).
- Goal: editing. Instruct-NeRF2NeRF / DreamEditor or LERF + SAM.
- Goal: on-device / mobile. Mobile-NeRF / MERF / BakedSDF.
- Goal: pose-free. BARF / GARF / NeRF-- / Dust3R-initialized Nerfacto.
24. Appendix C: year-by-year milestones
| Year | Milestones |
|---|---|
| 2020 | NeRF (Mildenhall et al., ECCV best paper), NSVF, Plenoxels-precursor, NeuralVolumes. |
| 2021 | Mip-NeRF, NeRF in the Wild (NeRF-W), Plenoxels, KiloNeRF, NeRD, NeuS, VolSDF, NeRFactor, BARF, Nerfies, HyperNeRF, NSFF, GIRAFFE. |
| 2022 | Mip-NeRF 360, Instant-NGP, TensoRF, Plenoctrees, PixelNeRF, Block-NeRF, EG3D, Ref-NeRF, BakedSDF, Mobile-NeRF, GET3D, GANcraft, NeRF--. |
| 2023 | Zip-NeRF, NeuralAngelo, K-Planes, Tensor4D, NerfStudio launches, DreamFusion, Latent-NeRF, ProlificDreamer (VSD), Magic3D, Zero-1-to-3, RealFusion, SJC, LRM, Nerfacto, NerfAcc; 3DGS arrives in August (SIGGRAPH'23) and disrupts the NVS landscape. |
| 2024 | MERF / SMERF, NeRO, TensoIR, Wonder3D, Era3D, V3D, Stable Video 3D, NerfDiff, FreeNeRF, RegNeRF, LERF+SAM, GS dominates real-time NVS, NeRF retains generative + relighting + mesh extraction. |
| 2025 | Foundation feed-forward 3D generators (LRM v2, Trellis, Hunyuan3D-2); hybrid NeRF+GS pipelines; relightable BRDF at scale (Ref-NeRF descendants). |
| 2026 | 4D foundation models (NeRF and GS combined), on-device feed-forward 3D, world-model rollouts in the AV / robotics simulators built around NeRF and GS as the universal scene language. |
Key
The NeRF arc (\(2020 \to 2026\)) introduced volume-rendering MLPs; 2021–2022 solved aliasing, speed, surfaces, dynamics, and 3D-aware GANs; 2023 delivered SOTA quality (Zip-NeRF, NeuralAngelo) just as 3DGS arrived; 2024–2026 repositioned NeRF as the accuracy-first 3D representation — relighting, dense mesh, generative pipelines, hybrids — while 3DGS owns real-time NVS.