Pratul P. Srinivasan
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Pratul P. Srinivasan has a total of 29 co-authors. Here are the top co-authors by number of shared publications:
- Ben Mildenhall
Google Research, San Francisco, United States of America
8 shared publications - Dor Verbin
Google Research, San Francisco, United States of America
8 shared publications - Peter Hedman
Google Research, London, United Kingdom
8 shared publications - Jonathan T. Barron
University of California San Diego 2 Google
6 shared publications - Christian Reiser
Tübingen AI Center, University of Tübingen, Tübingen, Germany
4 shared publications - Richard Szeliski
Google Research, Seattle, United States of America
4 shared publications
Latest Publications
- 14 September 2026
- Published by Springer Nature
- p. 278-294
PointGT: Simultaneous Geometry and Texture Editing for Point-Based Representations
- 14 September 2026
- Published by Springer Nature
- p. 278-294
PointGT: Simultaneous Geometry and Texture Editing for Point-Based Representations
- Open Access
- 19 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-11
GR3EN: Generative Relighting for 3D Environments
- 19 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessGR3EN: Generative Relighting for 3D Environments
- Open Access
- 3 December 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-10
NeRF-Casting: Improved View-Dependent Appearance with Consistent Reflections
- 3 December 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-10
Open AccessNeRF-Casting: Improved View-Dependent Appearance with Consistent Reflections
- 31 October 2024
- Published by Springer Nature
- p. 20-36
Flash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering
- 31 October 2024
- Published by Springer Nature
- p. 20-36
Flash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering
- 3 October 2024
- Published by Springer Nature
- p. 18-34
Nuvo: Neural UV Mapping for Unruly 3D Representations
- 3 October 2024
- Published by Springer Nature
- p. 18-34
Nuvo: Neural UV Mapping for Unruly 3D Representations
- Open Access
Flash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering
State-of-the-art techniques for 3D reconstruction are largely based on volumetric scene representations, which require sampling multiple points to compute the color arriving along a ray. Using these representations for more general inverse rendering -- reconstructing geometry, materials, and lighting from observed images -- is challenging because recursively path-tracing such volumetric representations is expensive. Recent works alleviate this issue through the use of radiance caches: data structures that store the steady-state, infinite-bounce radiance arriving at any point from any direction. However, these solutions rely on approximations that introduce bias into the renderings and, more importantly, into the gradients used for optimization. We present a method that avoids these approximations while remaining computationally efficient. In particular, we leverage two techniques to reduce variance for unbiased estimators of the rendering equation: (1) an occlusion-aware importance sampler for incoming illumination and (2) a fast cache architecture that can be used as a control variate for the radiance from a high-quality, but more expensive, volumetric cache. We show that by removing these biases our approach improves the generality of radiance cache based inverse rendering, as well as increasing quality in the presence of challenging light transport effects such as specular reflections.
Open AccessFlash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering
State-of-the-art techniques for 3D reconstruction are largely based on volumetric scene representations, which require sampling multiple points to compute the color arriving along a ray. Using these representations for more general inverse rendering -- reconstructing geometry, materials, and lighting from observed images -- is challenging because recursively path-tracing such volumetric representations is expensive. Recent works alleviate this issue through the use of radiance caches: data structures that store the steady-state, infinite-bounce radiance arriving at any point from any direction. However, these solutions rely on approximations that introduce bias into the renderings and, more importantly, into the gradients used for optimization. We present a method that avoids these approximations while remaining computationally efficient. In particular, we leverage two techniques to reduce variance for unbiased estimators of the rendering equation: (1) an occlusion-aware importance sampler for incoming illumination and (2) a fast cache architecture that can be used as a control variate for the radiance from a high-quality, but more expensive, volumetric cache. We show that by removing these biases our approach improves the generality of radiance cache based inverse rendering, as well as increasing quality in the presence of challenging light transport effects such as specular reflections.
- Open Access
- 19 July 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 43 (4) , 1-14
Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesis
While surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric density field (e.g. NeRF) excel at reconstructing fine geometric detail. However, density fields often represent geometry in a "fuzzy" manner, which hinders exact localization of the surface. In this work, we modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures. First, we employ a discrete opacity grid representation instead of a continuous density field, which allows opacity values to discontinuously transition from zero to one at the surface. Second, we anti-alias by casting multiple rays per pixel, which allows occlusion boundaries and subpixel structures to be modelled without using semi-transparent voxels. Third, we minimize the binary entropy of the opacity values, which facilitates the extraction of surface geometry by encouraging opacity values to binarize towards the end of training. Lastly, we develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting. The compact meshes produced by our model can be rendered in real-time on mobile devices and achieve significantly higher view synthesis quality compared to existing mesh-based approaches. Our interactive webdemo is available at https://binary-opacity-grid.github.io.
- 19 July 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 43 (4) , 1-14
Open AccessBinary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesis
While surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric density field (e.g. NeRF) excel at reconstructing fine geometric detail. However, density fields often represent geometry in a "fuzzy" manner, which hinders exact localization of the surface. In this work, we modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures. First, we employ a discrete opacity grid representation instead of a continuous density field, which allows opacity values to discontinuously transition from zero to one at the surface. Second, we anti-alias by casting multiple rays per pixel, which allows occlusion boundaries and subpixel structures to be modelled without using semi-transparent voxels. Third, we minimize the binary entropy of the opacity values, which facilitates the extraction of surface geometry by encouraging opacity values to binarize towards the end of training. Lastly, we develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting. The compact meshes produced by our model can be rendered in real-time on mobile devices and achieve significantly higher view synthesis quality compared to existing mesh-based approaches. Our interactive webdemo is available at https://binary-opacity-grid.github.io.
- Open Access
Orbital Polarimetric Tomography of a Flare Near the Sagittarius A* Supermassive Black Hole
The interaction between the supermassive black hole at the center of the Milky Way, Sagittarius A*, and its accretion disk occasionally produces high-energy flares seen in X-ray, infrared, and radio. One proposed mechanism that produces flares is the formation of compact, bright regions that appear within the accretion disk and close to the event horizon. Understanding these flares provides a window into accretion processes. Although sophisticated simulations predict the formation of these flares, their structure has yet to be recovered by observations. Here we show the first three-dimensional (3D) reconstruction of an emission flare recovered from ALMA light curves observed on April 11, 2017. Our recovery shows compact, bright regions at a distance of roughly six times the event horizon. Moreover, it suggests a clockwise rotation in a low-inclination orbital plane, consistent with prior studies by GRAVITY and EHT. To recover this emission structure, we solve an ill-posed tomography problem by integrating a neural 3D representation with a gravitational model for black holes. Although the recovery is subject to, and sometimes sensitive to, the model assumptions, under physically motivated choices, our results are stable, and our approach is successful on simulated data.
Open AccessOrbital Polarimetric Tomography of a Flare Near the Sagittarius A* Supermassive Black Hole
The interaction between the supermassive black hole at the center of the Milky Way, Sagittarius A*, and its accretion disk occasionally produces high-energy flares seen in X-ray, infrared, and radio. One proposed mechanism that produces flares is the formation of compact, bright regions that appear within the accretion disk and close to the event horizon. Understanding these flares provides a window into accretion processes. Although sophisticated simulations predict the formation of these flares, their structure has yet to be recovered by observations. Here we show the first three-dimensional (3D) reconstruction of an emission flare recovered from ALMA light curves observed on April 11, 2017. Our recovery shows compact, bright regions at a distance of roughly six times the event horizon. Moreover, it suggests a clockwise rotation in a low-inclination orbital plane, consistent with prior studies by GRAVITY and EHT. To recover this emission structure, we solve an ill-posed tomography problem by integrating a neural 3D representation with a gravitational model for black holes. Although the recovery is subject to, and sometimes sensitive to, the model assumptions, under physically motivated choices, our results are stable, and our approach is successful on simulated data.
- 25 March 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 47 (5) , 3310-3321
Baking Neural Radiance Fields for Real-Time View Synthesis
Neural volumetric representations such as Neural Radiance Fields (NeRF) have emerged as a compelling technique for learning to represent 3D scenes from images with the goal of rendering photorealistic images of the scene from unobserved viewpoints. However, NeRF's computational requirements are prohibitive for real-time applications: rendering views from a trained NeRF requires querying a multilayer perceptron (MLP) hundreds of times per ray. We present a method to train a NeRF, then precompute and store (i.e., “bake”) it as a novel representation called a Sparse Neural Radiance Grid (SNeRG) that enables real-time rendering on commodity hardware. To achieve this, we introduce 1) a reformulation of NeRF's architecture and 2) a sparse voxel grid representation with learned feature vectors. The resulting scene representation retains NeRF's ability to render fine geometric details and view-dependent appearance, is compact (averaging less than 90 MB per scene), and can be rendered in real-time (higher than 30 frames per second on a laptop GPU). Actual screen captures are shown in our video.
- 25 March 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 47 (5) , 3310-3321
Baking Neural Radiance Fields for Real-Time View Synthesis
Neural volumetric representations such as Neural Radiance Fields (NeRF) have emerged as a compelling technique for learning to represent 3D scenes from images with the goal of rendering photorealistic images of the scene from unobserved viewpoints. However, NeRF's computational requirements are prohibitive for real-time applications: rendering views from a trained NeRF requires querying a multilayer perceptron (MLP) hundreds of times per ray. We present a method to train a NeRF, then precompute and store (i.e., “bake”) it as a novel representation called a Sparse Neural Radiance Grid (SNeRG) that enables real-time rendering on commodity hardware. To achieve this, we introduce 1) a reformulation of NeRF's architecture and 2) a sparse voxel grid representation with learned feature vectors. The resulting scene representation retains NeRF's ability to render fine geometric details and view-dependent appearance, is compact (averaging less than 90 MB per scene), and can be rendered in real-time (higher than 30 frames per second on a laptop GPU). Actual screen captures are shown in our video.
- Top Cited Papers
- 30 January 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 47 (11) , 9426-9437
Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields
Neural Radiance Fields (NeRF) is a popular view synthesis technique that represents a scene as a continuous volumetric function, parameterized by multilayer perceptrons that provide the volume density and view-dependent emitted radiance at each location. While NeRF-based techniques excel at representing fine geometric structures with smoothly varying view-dependent appearance, they often fail to accurately capture and reproduce the appearance of glossy surfaces. We address this limitation by introducing Ref-NeRF, which replaces NeRF's parameterization of view-dependent outgoing radiance with a representation of reflected radiance and structures this function using a collection of spatially-varying scene properties. We show that together with a regularizer on normal vectors, our model significantly improves the realism and accuracy of specular reflections. Furthermore, we show that our model's internal representation of outgoing radiance is interpretable and useful for scene editing.
- 30 January 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 47 (11) , 9426-9437
Top Cited PapersRef-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields
Neural Radiance Fields (NeRF) is a popular view synthesis technique that represents a scene as a continuous volumetric function, parameterized by multilayer perceptrons that provide the volume density and view-dependent emitted radiance at each location. While NeRF-based techniques excel at representing fine geometric structures with smoothly varying view-dependent appearance, they often fail to accurately capture and reproduce the appearance of glossy surfaces. We address this limitation by introducing Ref-NeRF, which replaces NeRF's parameterization of view-dependent outgoing radiance with a representation of reflected radiance and structures this function using a collection of spatially-varying scene properties. We show that together with a regularizer on normal vectors, our model significantly improves the realism and accuracy of specular reflections. Furthermore, we show that our model's internal representation of outgoing radiance is interpretable and useful for scene editing.