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

  1. The big picture: what NeRF is and why it mattered
  2. Volume rendering: the math
  3. Positional encoding and frequency tricks
  4. Hierarchical and importance sampling
  5. Anti-aliasing and multi-scale
  6. Fast NeRFs (training and rendering)
  7. Surface and geometry: SDF-based NeRFs
  8. Generative NeRF: 3D-aware GANs and diffusion-NeRFs
  9. Dynamic NeRF (4D)
  10. Inverse rendering and relighting
  11. Pose, calibration, and sparse-view tricks
  12. Large-scale, outdoor, and AV NeRFs
  13. NeRFs for humans, avatars, and bodies
  14. NeRF for robotics and 3D perception
  15. Editable NeRFs
  16. Engineering: codebases, formats, hyperparameters
  17. Evaluation, benchmarks, and metrics
  18. Failure modes and pitfalls
  19. Comparisons: NeRF vs. 3DGS vs. SDF vs. mesh
  20. Pipelines and reference recipes
  21. 2026 frontier: what's new and what's open
  22. Appendix A: 25 things every principal must know about NeRF
  23. Appendix B: decision tree — which NeRF variant?
  24. 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:

5. Anti-aliasing and multi-scale

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

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.

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)

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

12. Large-scale, outdoor, and AV NeRFs

13. NeRFs for humans, avatars, and bodies

14. NeRF for robotics and 3D perception

15. Editable NeRFs

16. Engineering: codebases, formats, hyperparameters

16.1 Reference codebases

16.2 File / data formats

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

17.2 Metrics

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

★ 2026 SOTA update — NeRF-side / reflections

★ 2026 SOTA update — NeRF-side / large-scale

★ 2026 SOTA update — NeRF/3DGS convergence

★ 2026 SOTA update — NeRF-side / surface reconstruction

★ 2026 SOTA update — NeRF-side / anti-aliasing

★ 2026 SOTA update — Feed-forward / Gaussian-NeRF hybrid

★ 2026 SOTA update — Feed-forward / dynamic (4D)

★ 2026 SOTA update — Feed-forward / wide-coverage reconstruction

22. Appendix A: 25 things every principal must know about NeRF

  1. NeRF is a continuous 5D function \(f_\theta(\mathbf{x}, \mathbf{d}) \to (\mathbf{c}, \sigma)\) with classical volume rendering.
  2. Discretized rendering: \(C = \sum_i T_i (1 - e^{-\sigma_i \delta_i})\, \mathbf{c}_i\).
  3. Vanilla NeRF uses sinusoidal positional encoding (\(L = 10\) for \(\mathbf{x}\), \(L = 4\) for \(\mathbf{d}\)).
  4. Hierarchical sampling (coarse + fine MLPs) was the original importance-sampling trick.
  5. Mip-NeRF replaces points with cones; Integrated PE anti-aliases naturally.
  6. Mip-NeRF 360 contraction maps unbounded scenes onto a finite ball; proposal MLP speeds up sampling.
  7. Zip-NeRF combines Mip-NeRF 360 with hash grids via multi-sample IPE; current quality SOTA.
  8. Instant-NGP uses a multiresolution hash grid and a tiny MLP; train in seconds.
  9. Plenoxels / DVGO show MLPs aren't strictly required for NeRF-quality NVS.
  10. TensoRF, k-Planes, tri-planes are tensor-factorized alternatives.
  11. NeuS / VolSDF / NeuralAngelo replace density with SDF for sharp surfaces; use eikonal loss.
  12. Ref-NeRF re-parameterizes view direction for accurate specularities.
  13. NeRO splits diffuse + specular with reflection direction; great for glossy.
  14. KiloNeRF / SNeRG / PlenOctrees / MERF bake fast renderers.
  15. BakedSDF converts to mesh + neural shader for mobile.
  16. D-NeRF / Nerfies / HyperNeRF / NSFF / K-Planes handle dynamic scenes.
  17. NeRF-W and Block-NeRF use per-image appearance embeddings for in-the-wild scenes.
  18. Block-NeRF / Mega-NeRF / BungeeNeRF scale to city / aerial.
  19. DreamFusion uses Score Distillation Sampling (SDS) on a frozen 2D diffusion model.
  20. EG3D uses tri-planes + StyleGAN super-resolver; foundational 3D-aware GAN.
  21. LRM / Zero-1-to-3 / Wonder3D / Trellis are feed-forward 3D generators.
  22. LERF distills CLIP features into a 3D field for open-vocabulary 3D queries.
  23. Instruct-NeRF2NeRF iteratively re-renders training views with InstructPix2Pix for editing.
  24. Production NeRF stack: Nerfstudio (Nerfacto + Zip-NeRF + NeuS / NeuralAngelo + LERF) + Instant-NGP for speed.
  25. 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?

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.