Neural Radiance Fields render photorealistic 3D scenes from a neural network, but doing it is so slow and power-hungry that it cannot run in real time on a phone-class device, because to color each pixel the renderer shoots a ray, samples many points along it, and runs two neural networks plus big table lookups at every point; this work from Shanghai Jiao Tong co-designs the algorithm and a compute-in-memory chip to spend effort only where it matters — sampling fewer points on easy pixels, skipping the expensive color network for points that barely show up, and laying out the lookup tables to avoid memory conflicts — for up to a 70 times speedup with almost no quality loss.
The argument in one glance
-
Problem
Neural rendering is too slow and power-hungry for real time
NeRF renders photorealistic 3D scenes from a neural network, but to color each pixel it shoots a ray, samples many 3D points along it, and runs table lookups plus two neural networks at every point. This hammers memory and compute, so it cannot hit real-time, low-power targets on practical devices.
-
What people did
Accelerate one stage, treating every pixel the same
Existing NeRF accelerators optimize a single stage — the encoding, the neural networks, or the compositing — in isolation, and sample a fixed number of points per pixel and run both networks fully at every point.
-
Why it fell short
The work done far exceeds what the image needs
Pixels differ hugely in rendering difficulty, neighboring rays share data, the two networks are lopsided in cost (the color one is far heavier), and the hash-table accesses collide. Optimizing one stage and treating everything uniformly leaves all of this on the table, so the renderer does far more work than the final image requires.
-
This paper's idea
Co-design the algorithm and a compute-in-memory chip (ASDR)
ASDR spends effort only where it matters: adaptive sampling shoots fewer points at easy pixels, an MLP-decoupling scheme skips the expensive color network for points that barely contribute, and a compute-in-memory (CIM) architecture with careful data mapping and reuse avoids hash-table conflicts. Together they deliver up to 9.55 times speedup over prior NeRF accelerators and 69.75 times over a mobile GPU, with only 0.1 quality loss.
Why this problem is worth solving
Neural radiance fields changed how photorealistic 3D content can be created, but their cost keeps them off the devices that would most benefit. A Neural Radiance Field (NeRF) reconstructs a 3D scene from a limited set of 2D photographs by training a neural network to represent the scene implicitly: given a 3D position and a viewing direction, the network returns how much light-blocking material is there (the density) and what color it emits. To render a new view, NeRF works pixel by pixel. For each pixel it casts a ray from the camera into the scene and samples many 3D points along that ray. Each sampled point’s coordinate is encoded into a feature vector — in the leading fast model, Instant-NGP, by looking it up in large multi-resolution hash tables and interpolating — and that feature is fed through two small multilayer perceptrons (MLPs): a density network and a color network. Finally, volume rendering composites the colors of all the points along the ray, weighting each by how much it actually contributes given the densities in front of it, to produce the pixel’s final color. This implicit, learned representation yields strikingly realistic novel views, which is why NeRF is central to view synthesis, 3D reconstruction, and related applications.
The difficulty is that this pipeline is enormously expensive per pixel, and existing accelerators leave most of the waste in place. The per-pixel cost compounds: many sample points per ray, a hash-table lookup and interpolation at each point (the tables can be tens of megabytes), and two neural networks run for every point, all before compositing. The hash-table accesses are irregular and memory-heavy, and the total computation is large, so even Instant-NGP renders slowly on high-end GPUs, far short of the real-time, low-power budgets of practical devices, which frequently must operate under about thirty watts. What makes this frustrating is how much of the work is unnecessary, and prior accelerators miss it in four ways. First, they treat every pixel the same, sampling a fixed number of points, even though pixels differ enormously in rendering difficulty — a flat, empty region needs far fewer points than an intricate one. Second, neighboring rays sample points in the same or adjacent regions, so there is spatial locality and data reuse to exploit, which existing methods do not. Third, the two networks are lopsided: the density network is only about eight percent of the neural computation while the color network is about ninety-two percent, yet both are run fully at every point. Fourth, when neighboring rays are processed together, their hash-table lookups collide, and in a compute-in-memory chip the way tables are laid out can force those accesses to serialize. The result is a renderer doing far more work than the final image needs.
What people did before, and where it broke
- Run NeRF on high-end GPUs. Use a powerful desktop GPU to render, accepting the power draw. Where it broke. Even fast models like Instant-NGP render slowly on such GPUs, and their power consumption is far beyond the roughly thirty-watt budget of practical, mobile, or embedded devices.
- Accelerate a single stage in isolation. Build hardware that speeds up the encoding, or the neural networks, or the compositing, one at a time. Where it broke. The stages interact, and optimizing one leaves the others as bottlenecks, so the end-to-end gain is limited.
- Sample a fixed number of points per pixel. Apply the same sampling budget to every ray regardless of the scene. Where it broke. Easy pixels get far more points than they need while the budget ignores that difficulty varies, wasting memory accesses and computation on points that barely affect the image.
- Run both networks fully at every point. Execute the density and color MLPs for every sampled point. Where it broke. The color network is about ninety-two percent of the neural cost, and many points contribute almost nothing to the final color, so running it everywhere is hugely wasteful.
- The gap. No design spent computation adaptively across pixels, skipped the expensive color work where it did not matter, reused shared data, and laid out the hash tables to avoid conflicts, all together. Providing that co-design is what ASDR does.
How ASDR works
From uniform, single-stage NeRF to adaptive, reuse-aware co-design
-
-
new
-
new
-
new
-
new
-
new
The idea
Spend computation only where the image is hard, and skip what barely shows. ASDR’s guiding principle is that NeRF does far more work than the picture requires, so it targets the waste directly: it senses each pixel’s rendering difficulty online and samples fewer points where the scene is simple, and it recognizes that the color network — about ninety-two percent of the neural cost — is run even for points whose contribution to the final pixel is negligible, so by decoupling density from color and approximating the volume rendering, it can skip the expensive color computation where a point hardly matters. Detecting the parts of a neural workload that contribute little to the result and omitting them, concentrating effort on what actually shapes the output, is the same move the weak-attention-pruning work covered elsewhere on this site makes, identifying and discarding the computations whose influence on the final result is small so that the accelerator spends its budget only on the work that changes the answer.
Do the neural math inside the memory that holds it. NeRF’s cost is not only arithmetic but the constant movement of weights and features between memory and compute; ASDR addresses this by running the networks’ matrix-vector multiplications directly inside a ReRAM compute-in-memory array, where each memory cell participates in the multiplication in place, so the weights never have to be hauled to a separate processing unit. This slashes the data movement and power that a conventional accelerator spends feeding the MLPs. Performing a model’s linear algebra within the memory device itself, so computation happens where the data already lives instead of shuttling it back and forth, is the same design the in-memory-accelerator work covered elsewhere on this site is built on, turning the memory array into the compute engine so that the energy and time of moving operands are largely eliminated.
Lay the data out so the parallel hardware does not trip over itself. Compute-in-memory only pays off if the accesses it needs can proceed in parallel, but NeRF’s multi-resolution hash tables, packed into the crossbars, can force lookups at different resolutions to serialize when neighboring rays request them at once, and neighboring rays’ near-camera points collide on the same table entries. ASDR co-designs a data mapping and reuse scheme that arranges the tables to minimize these conflicts and reuses the shared points, so the crossbar’s parallelism is actually usable. Carefully arranging where data sits across the memory-compute fabric to avoid access conflicts and exploit locality, so the hardware’s parallel resources are not stalled fighting over the same banks, is the same discipline the near-data-processing data-access work covered elsewhere on this site follows, co-optimizing data placement and access so that the processing elements stay busy rather than serializing on contended memory.
Following a frame through ASDR
Rendering a NeRF frame with adaptive sampling and CIM
A trace of ASDR rendering an image, following the paper's algorithm-architecture co-design.
Step 1 of 5
Cast rays and gauge pixel difficulty
For the target view, ASDR casts a ray per pixel and senses each pixel's rendering difficulty online, deciding how many 3D points that ray needs — many for intricate regions, few for flat, empty ones.
Adaptive sampling replaces a fixed per-pixel budget.
Why it works
- Adaptive sampling matches effort to difficulty. Because pixels vary hugely in how many points they need → sensing difficulty and sampling fewer points on easy pixels → so memory accesses and computation are cut without hurting the image where detail is sparse.
- Skipping cheap color removes the dominant cost. Because the color network is about ninety-two percent of the neural work and many points barely contribute → decoupling density from color and approximating volume rendering skips color where it does not matter → so the biggest computational burden is slashed with negligible quality loss.
- Compute-in-memory kills weight movement. Because the MLPs’ matrix-vector multiplications run inside the ReRAM array → the weights never move to a separate compute unit → so the data-movement energy and latency that dominate conventional inference are largely eliminated.
- Good data mapping unlocks the crossbar’s parallelism. Because multi-resolution tables packed in one crossbar would serialize concurrent lookups → mapping them to minimize conflicts and reusing shared points → so the CIM parallelism is actually usable instead of stalling on contention.
- End-to-end co-design compounds the gains. Because the four wastes interact across stages → attacking sampling, color cost, data movement, and access conflicts together → so the speedups multiply rather than being capped by whichever bottleneck was left unaddressed.
What it costs (trade-offs and scope)
- It requires a specialized ReRAM CIM accelerator. ASDR is an algorithm-architecture co-design built on a ReRAM compute-in-memory chip with custom data mapping. It is not a software optimization for existing GPUs, so realizing its gains needs the hardware, and ReRAM CIM has its own maturity and precision considerations.
- The optimizations are approximations, with a small quality cost. Adaptive sampling and skipping the color network trade a little fidelity for speed; the paper reports only 0.1 loss in the standard image-quality metric (PSNR), which is negligible, but it is not lossless, and aggressive settings on very challenging scenes could show more.
- It is specialized to NeRF-style rendering. The design exploits the specific structure of neural radiance fields — ray sampling, hash encoding, density-and-color MLPs, volume rendering. Other neural graphics methods (for example newer point- or splat-based ones) have different structure and would not benefit directly.
- Difficulty sensing and mapping add their own logic. Judging pixel difficulty online and arranging conflict-free data mappings require hardware and control that cost some area and complexity; the benefit is net positive but the mechanisms are part of the design, not free.
- The headline speedups are against particular baselines. The up to 9.55 times over state-of-the-art NeRF accelerators and 69.75 times over a mobile GPU (and the roughly twenty-times figures the paper reports in some comparisons) depend on those specific baselines, scenes, and configurations; other comparisons would shift the numbers.
- Gains depend on scene and view content. The savings come from difficulty variation, spatial locality, and low-contribution points; scenes that are uniformly complex, or views with little reuse, would offer less headroom than the favorable cases.
The evaluation
Ways to run NeRF neural rendering
| Property | Mobile / high-end GPU | Single-stage NeRF accelerator | ASDR (co-design + CIM) |
|---|---|---|---|
| Sampling per pixel | |||
| Color network cost | Run fully everywhere | ||
| Data movement for weights | |||
| Hash-table access conflicts | Not addressed | ||
| Rendering speed and quality |
Check yourself
Check your understanding
1. Why is NeRF neural rendering so slow and power-hungry?
2. What four sources of waste does ASDR identify that prior accelerators miss?
3. How does ASDR reduce the neural computation, and why does it barely hurt quality?
4. What role does the compute-in-memory (CIM) architecture play, and what did ASDR achieve?
Sources
The paper is “ASDR: Exploiting Adaptive Sampling and Data Reuse for CIM-based Instant Neural Rendering” by Fangxin Liu, Haomin Li, Bowen Zhu, Zongwu Wang, Zhuoran Song, Haibing Guan, and Li Jiang, published at ASPLOS 2025, DOI 10.1145/3676642.3736117. The authors are at Shanghai Jiao Tong University and the Shanghai Qi Zhi Institute.
This explainer is based on the full text of the paper, obtained from the authors’ arXiv version (arXiv:2508.02304). The problem framing (Neural Radiance Fields reconstructing 3D scenes from 2D images and rendering novel views; the per-pixel pipeline of ray casting, sampling many 3D points, multi-resolution hash-table encoding, density and color MLPs, and volume rendering, with Instant-NGP as the leading fast model; and the resulting inference latency and power that miss real-time, sub-thirty-watt device budgets), the four identified challenges (pixels varying in rendering difficulty under uniform sampling, underutilized spatial locality between neighboring rays, the imbalance where the density MLP is about eight percent and the color MLP about ninety-two percent of the neural FLOPs, and hash-table access conflicts that serialize in a compute-in-memory crossbar), the ASDR design (a pixel-difficulty-aware adaptive sampling strategy that reduces sampled points and reuses shared points; an MLP-decoupling scheme based on volume-rendering approximation that skips the expensive color MLP for low-contribution points; a ReRAM compute-in-memory architecture running matrix-vector multiplications in memory; and a data mapping and reuse microarchitecture that reduces hash-table access conflicts), and the results (up to 9.55 times speedup over state-of-the-art NeRF accelerators and 69.75 times over a Xavier NX GPU with only 0.1 PSNR loss, and roughly twenty-times speedups reported in some comparisons) are all drawn directly from the paper. Background explanations of NeRF, multilayer perceptrons, hash encoding, volume rendering, computing-in-memory, ReRAM crossbars, and PSNR are standard and provided to make the paper’s contribution understandable.