Jonathan T. Barron
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Jonathan T. Barron has a total of 59 co-authors. Here are the top co-authors by number of shared publications:
- Peter Hedman
Google Research, London, United Kingdom
6 shared publications - Pratul P. Srinivasan
Google Research, San Francisco, United States of America
6 shared publications - Ben Mildenhall
Google Research, San Francisco, United States of America
5 shared publications - Dor Verbin
Google Research, San Francisco, United States of America
5 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
- 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
Radiance Meshes for Volumetric Reconstruction
We introduce radiance meshes, a technique for representing radiance fields with constant density tetrahedral cells produced with a Delaunay tetrahedralization. Unlike a Voronoi diagram, a Delaunay tetrahedralization yields simple triangles that are natively supported by existing hardware. As such, our model is able to perform exact and fast volume rendering using both rasterization and ray-tracing. We introduce a new rasterization method that achieves faster rendering speeds than all prior radiance field representations (assuming an equivalent number of primitives and resolution) across a variety of platforms. Optimizing the positions of Delaunay vertices introduces topological discontinuities (edge flips). To solve this, we use a Zip-NeRF-style backbone which allows us to express a smoothly varying field even when the topology changes. Our rendering method exactly evaluates the volume rendering equation and enables high quality, real-time view synthesis on standard consumer hardware. Our tetrahedral meshes also lend themselves to a variety of exciting applications including fisheye lens distortion, physics-based simulation, editing, and mesh extraction.
Open AccessRadiance Meshes for Volumetric Reconstruction
We introduce radiance meshes, a technique for representing radiance fields with constant density tetrahedral cells produced with a Delaunay tetrahedralization. Unlike a Voronoi diagram, a Delaunay tetrahedralization yields simple triangles that are natively supported by existing hardware. As such, our model is able to perform exact and fast volume rendering using both rasterization and ray-tracing. We introduce a new rasterization method that achieves faster rendering speeds than all prior radiance field representations (assuming an equivalent number of primitives and resolution) across a variety of platforms. Optimizing the positions of Delaunay vertices introduces topological discontinuities (edge flips). To solve this, we use a Zip-NeRF-style backbone which allows us to express a smoothly varying field even when the topology changes. Our rendering method exactly evaluates the volume rendering equation and enables high quality, real-time view synthesis on standard consumer hardware. Our tetrahedral meshes also lend themselves to a variety of exciting applications including fisheye lens distortion, physics-based simulation, editing, and mesh extraction.
- 11 July 2025
- Published by Oxford University Press (OUP) in MELUS: Multi-Ethnic Literature of the United States
- Vol. 50 (2) , 109-134
Finding Jewish American Identity in Judaism: Max Gross’s The Lost Shtetl as Midrash
- 11 July 2025
- Published by Oxford University Press (OUP) in MELUS: Multi-Ethnic Literature of the United States
- Vol. 50 (2) , 109-134
Finding Jewish American Identity in Judaism: Max Gross’s The Lost Shtetl as Midrash
- Open Access
A Power Transform
Power transforms, such as the Box-Cox transform and Tukey's ladder of powers, are a fundamental tool in mathematics and statistics. These transforms are primarily used for normalizing and standardizing datasets, effectively by raising values to a power. In this work I present a novel power transform, and I show that it serves as a unifying framework for wide family of loss functions, kernel functions, probability distributions, bump functions, and neural network activation functions.
Open AccessA Power Transform
Power transforms, such as the Box-Cox transform and Tukey's ladder of powers, are a fundamental tool in mathematics and statistics. These transforms are primarily used for normalizing and standardizing datasets, effectively by raising values to a power. In this work I present a novel power transform, and I show that it serves as a unifying framework for wide family of loss functions, kernel functions, probability distributions, bump functions, and neural network activation functions.
- 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
- Top Cited PapersOpen Access
- 19 July 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 43 (4) , 1-13
SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration
Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. We introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m 2 at a volumetric resolution of 3.5 mm 3 . Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our method enables full six degrees of freedom navigation in a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.
- 19 July 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 43 (4) , 1-13
Top Cited PapersOpen AccessSMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration
Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. We introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m 2 at a volumetric resolution of 3.5 mm 3 . Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our method enables full six degrees of freedom navigation in a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.
- 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.
- Top Cited PapersOpen Access
- 26 July 2023
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 42 (4) , 1-12
MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes
Neural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a Memory-Efficient Radiance Field (MERF) representation that achieves real-time rendering of large-scale scenes in a browser. MERF reduces the memory consumption of prior sparse volumetric radiance fields using a combination of a sparse feature grid and high-resolution 2D feature planes. To support large-scale unbounded scenes, we introduce a novel contraction function that maps scene coordinates into a bounded volume while still allowing for efficient ray-box intersection. We design a lossless procedure for baking the parameterization used during training into a model that achieves real-time rendering while still preserving the photorealistic view synthesis quality of a volumetric radiance field.
- 26 July 2023
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 42 (4) , 1-12
Top Cited PapersOpen AccessMERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes
Neural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a Memory-Efficient Radiance Field (MERF) representation that achieves real-time rendering of large-scale scenes in a browser. MERF reduces the memory consumption of prior sparse volumetric radiance fields using a combination of a sparse feature grid and high-resolution 2D feature planes. To support large-scale unbounded scenes, we introduce a novel contraction function that maps scene coordinates into a bounded volume while still allowing for efficient ray-box intersection. We design a lossless procedure for baking the parameterization used during training into a model that achieves real-time rendering while still preserving the photorealistic view synthesis quality of a volumetric radiance field.
- Top Cited PapersOpen Access
- 23 July 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-9
BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis
We present a method for reconstructing high-quality meshes of large unbounded real-world scenes suitable for photorealistic novel view synthesis. We first optimize a hybrid neural volume-surface scene representation designed to have well-behaved level sets that correspond to surfaces in the scene. We then bake this representation into a high-quality triangle mesh, which we equip with a simple and fast view-dependent appearance model based on spherical Gaussians. Finally, we optimize this baked representation to best reproduce the captured viewpoints, resulting in a model that can leverage accelerated polygon rasterization pipelines for real-time view synthesis on commodity hardware. Our approach outperforms previous scene representations for real-time rendering in terms of accuracy, speed, and power consumption, and produces high quality meshes that enable applications such as appearance editing and physical simulation.
- 23 July 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-9
Top Cited PapersOpen AccessBakedSDF: Meshing Neural SDFs for Real-Time View Synthesis
We present a method for reconstructing high-quality meshes of large unbounded real-world scenes suitable for photorealistic novel view synthesis. We first optimize a hybrid neural volume-surface scene representation designed to have well-behaved level sets that correspond to surfaces in the scene. We then bake this representation into a high-quality triangle mesh, which we equip with a simple and fast view-dependent appearance model based on spherical Gaussians. Finally, we optimize this baked representation to best reproduce the captured viewpoints, resulting in a model that can leverage accelerated polygon rasterization pipelines for real-time view synthesis on commodity hardware. Our approach outperforms previous scene representations for real-time rendering in terms of accuracy, speed, and power consumption, and produces high quality meshes that enable applications such as appearance editing and physical simulation.