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https://github.com/julienkay/mobilenerf-unity-viewer
An unofficial Unity port of the MobileNeRF viewer
https://github.com/julienkay/mobilenerf-unity-viewer
mesh mobilenerf nerf neural-radiance-fields unity view-synthesis
Last synced: 4 days ago
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An unofficial Unity port of the MobileNeRF viewer
- Host: GitHub
- URL: https://github.com/julienkay/mobilenerf-unity-viewer
- Owner: julienkay
- License: mit
- Created: 2022-08-06T20:05:04.000Z (over 2 years ago)
- Default Branch: master
- Last Pushed: 2023-09-01T12:31:19.000Z (over 1 year ago)
- Last Synced: 2025-01-20T19:09:53.994Z (12 days ago)
- Topics: mesh, mobilenerf, nerf, neural-radiance-fields, unity, view-synthesis
- Language: C#
- Homepage:
- Size: 1.82 MB
- Stars: 396
- Watchers: 12
- Forks: 43
- Open Issues: 1
-
Metadata Files:
- Readme: readme.md
- Changelog: CHANGELOG.md
- License: LICENSE.txt
Awesome Lists containing this project
README
# MobileNeRF Unity Viewer
![MobileNeRF Unity Viewer](https://user-images.githubusercontent.com/26555424/230574173-4f6ed62e-2c58-4b90-a350-378df73b97c8.gif)
This repository contains the source code for a Unity port of the web viewer from the paper [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mobile-nerf.github.io/)[^1]
*Please note, that this is an unofficial port. I am not affiliated with the original authors or their institution.*
## Usage
### Installation
Go to the [releases section](https://github.com/julienkay/MobileNeRF-Unity-Viewer/releases/latest), download the Unity Package, and import it into any Unity project. This is a 'Hybrid Package' that will install into your project as a local package.
##### Alternatives
UPM Package via OpenUPM
In `Edit -> Project Settings -> Package Manager`, add a new scoped registry:Name: Doji
URL: https://package.openupm.com
Scope(s): com.doji
In the Package Manager install 'com.doji.mobilenerf either by name or via `Package Manager -> My Registries`UPM Package via Git URL
In `Package Manager -> Add package from git URL...` paste `https://github.com/julienkay/MobileNeRF-Unity-Viewer.git` [as described here](https://docs.unity3d.com/Manual/upm-ui-giturl)### Importing sample scenes
After succesful installation, you can use the menu `MobileNeRF -> Asset Downloads` to download any of the sample scenes available.
In each scene folder there will be a convenient prefab, that you can then drag into the scene and you're good to go.### Updating
Since the initial release a small number of features have been added to the automatic shader generation code.
That means, that if you have already downloaded some scenes before, you'll have to regenerate the source files by going to `MobileNeRF -> Asset Downloads` again.
(This will not actually redownload Assets unless necessary, so this shouldn't take too long)### Importing self-trained scenes
If you have successfully trained your own MobileNeRF scenes using the [official code release](https://github.com/google-research/jax3d/tree/main/jax3d/projects/mobilenerf) and want to render them in Unity, you can use the menu *MobileNeRF -> Import from disk*.
This lets you choose a folder that should contain all the output files of your training process.More specifically, the following assets are required:
- multiple shapes as OBJ files with naming convention: shapeX.obj
- multiple PNG files with naming convention: shapeX.pngfeatZ.png (where Z goes from 0 to 1, so 2 .pngs per shape)
- The weights of the MLP in a file called mlp.json## Details
The project was created with Unity 2021.3 LTS using the Built-in Render Pipeline.
The biggest deviation from the official viewer is, that this project doesn't use Deferred Rendering, but uses Forward Rendering instead.
This has certain implications on performance.
While the MobileNeRF representation itself greatly reduces the cost to render NeRFs, it still requires evaluating a small, view-dependent MLP (Multi Layer Perceptron) per fragment. Whenever the bottleneck is in the fragment shader, Deferred Rendering has obvious advantages, as each pixel only needs to run a single fragment shader.Forward Rendering however gives us MSAA, which is important for VR use cases. Additionally, in VR the image has to be rendered twice, once for each eye, with a fairly large resolution. The larger the G-buffer, the smaller the benefit of Deferred Rendering. Still, MobileNeRFs mesh representations have a fairly large poly count which works against us using Forward Rendering here.
Some things to possibly look into:
* Forward Rendering, but do a Depth Prepass to reduce overdraw (might require URP, see [here](https://forum.unity.com/threads/need-clarification-on-urps-use-of-the-depth-prepass.1004577/) and [here](https://gist.github.com/aras-p/5e3aa6f81c543ca74e3ae296c72ffcaf))
* Implement Deferred Rendering and compare performance in various scenarios## Known Issues
- Does not work well with MSAA. For now, I recommend turning MSAA off in `Project Settings -> Quality -> Anti Aliasing`
## References
Thanks to
- [@mrxz](https://github.com/mrxz) for providing some major performance optimizations as part of his [WebXR port](https://github.com/mrxz/mobilenerf-viewer-webxr)
Other projects exploring NeRFs and related techniques in Unity:
- [SNeRG (Sparse Neural Radiance Grids)](https://github.com/julienkay/SNeRG-Unity-Viewer)
- [MERF (Memory Efficient Radiance Fields)](https://github.com/julienkay/MERF-Unity-Viewer)[^1]: [Zhiqin Chen and Thomas Funkhouser and Peter Hedman and Andrea Tagliasacchi. MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures. arXiv preprint arXiv:2208.00277, 2022](https://mobile-nerf.github.io/)