We present Light Field Primitives (LFP), a formulation for novel view synthesis that replaces the dense ray database with a compact set of differentiable primitives in the classical two-plane parameterization. Each primitive condenses a group of rays into one learned record, and its response to a query is governed by how closely that query belongs to the group. Rendering a camera ray then reduces to compositing all responses it elicits, and a scene can be optimized directly from posed images and rendered in real time with rays. Beyond its competitive performance on standard benchmarks, the main advantage of LFP is structural: its primitives reside directly in the 4D ray space, so optical and appearance effects that are already operations on the light field become behaviors of a single shared renderer. With minimal changes to that renderer, LFP supports multi-scale anti-aliasing, defocus deblurring with refocusing, rendering for fisheye cameras, and even transparent object reconstruction with ray refraction, matching specialized frameworks that devote substantial machinery to these effects.
Figures & tables
Figure 1: One renderer, five capabilities. Panels in the “Specialized” row are annotated with what each method adds over its base in the row above, and in “LFP” with what LFP adds over its base.
Figure 2: Light field primitives for NVS. (a) Two parallel planes index a ray by its crossings at them. (b) A ray group collects the rays that cross a third parallel plane at one point. (c) A primitive responds to a query (blue) by how far the query departs from its ray group, measured against the anchor ray it stores (thick orange), using their crossings at the initial two planes.
Table 1: Average NVS results. Numbers are cited from ( Kulhanek and Sattler, 2026 ) except those boxed with dash lines, which we ran ourselves. FPS is measured on our device for every method.
Figure 3: NVS examples on Barron et al. (2022) ( top ) and Knapitsch et al. (2017) ( bottom ).
PSNR ↑
SSIM ↑
LPIPS ↓
Method
n=1
n=2
n=4
n=8
Avg.
n=1
n=2
n=4
n=8
Avg.
n=1
n=2
n=4
n=8
Avg.
Zoom-in
Mip-NeRF
29.26
25.18
24.16
24.10
25.67
0.860
0.727
0.670
0.706
0.741
0.122
0.260
0.370
0.428
0.295
3DGS
29.19
23.50
20.71
19.59
23.25
0.880
0.740
0.619
0.619
0.715
0.107
0.243
0.394
0.476
0.305
3DGS + EWA
29.30
25.90
23.70
22.81
25.43
0.880
0.775
0.667
0.643
0.741
0.114
0.236
0.369
0.449
0.292
Mip-Splatting
29.39
27.39
26.47
26.22
27.37
0.884
0.808
0.754
0.765
0.803
0.108
0.205
0.305
0.392
0.252
LFP
29.75
27.44
26.48
26.19
27.47
0.879
0.794
0.737
0.753
0.791
0.100
0.213
0.321
0.409
0.261
Table 2: Multi-scale rendering. A scene is trained once, at n=1 , and rendered at four scales: zoom-in renders at n× the training resolution on Mip-NeRF 360, zoom-out at 1/n× on Blender. All numbers are cited directly from Yu et al. (2024a) , whose protocol we follow for LFP.
Table 6
Figure 4: Qualitative comparisons across different settings.
Appendix figures & tables9 assets
Supplementary material from the paper’s appendix.
Appendix
Field
Stored as
Floats
Role
μi
(μiu,μiv,μis,μit)
4
anchor ray; (μiu,μiv) frozen after init
pi
logpi
1
disparity of the group; coefficient of the coupling
Σi
(ri,ai,θi)
3
extent of the response, via Eq. ( 10 )
oi
logit
1
peak contribution in compositing
ci
logit RGB
3
base radiance of the record
gik
signed RGB
3K
amplitude of lobe k
Appendix
Table 6: Fields of a primitive i . Floats are per primitive, with K=3 lobes.
Figure 5: Atlas construction. A single atlas, shown in (a), is the classical two-plane parameterization of LFR ( Levoy and Hanrahan, 1996 ) : a uv plane through the scene centre and an st plane one unit along its normal n . Only the uv planes are drawn in (b) - (d), each carrying its own st plane one unit away. Every atlas passes through the scene centre, so they differ only in orientation. The orientations are spread evenly here for legibility, and they are the K -means centres of the training camera directions in implementation.
Figure 6: Tile assignment without projection. Each cell is a pixel. Green marks the pixels a primitive can affect . (a) Three evaluations of Eq. ( 1 ), one pixel apart, give the rate Ji by Eq. ( 11 ), which together with Σi+ρi2I forms the falloff Mi of Eq. ( 14 ); the blue ellipse encloses the pixels satisfying Δx⊤MiΔx≤25 , and the dashed rectangle bounds it. (b) When xref falls beyond the image margin it is clamped to x~ , and one Newton step re-centres the rectangle at xc , the zero of the first-order model.The rectangle still reaches the image, so the primitive is kept and assigned to the tiles the rectangle covers.
Figure 7: Qualitative examples of anti-aliasing under single-scale training, multi-scale testing.
Appearance
PSNR ↑
SSIM ↑
LPIPS ↓
Floats
3DGS
RGB only
26.82
0.804
0.268
3
SH
27.46
0.815
0.255
48
ASG
27.69
0.816
0.255
30
LFP
RGB only
26.76
0.798
0.264
3
SH
27.57
0.808
0.256
48
ASG
28.02
0.820
0.247
30
Appendix
Table 7: Directional appearance model comparisons, i.e., SH versus ASG, on the 9 scenes of Mip-NeRF 360. The last column counts the floats each primitive spends on appearance. The same three models are attached to 3DGS for reference.
Figure 8: Appearance-model ablation. The view-dependent appearance model is replaced by spherical harmonics (SH, degree 3) or by a view-independent colour (RGB only), under an otherwise identical training protocol: (a) inside LFP, (b) inside 3DGS.
Figure 9: Lobe count K : quality peaks at 3 , cost grows monotonically.
PSNR ↑
SSIM ↑
LPIPS ↓
all
outdoor
indoor
all
outdoor
indoor
all
outdoor
indoor
Number of atlases
1
21.10
17.95
25.03
0.657
0.512
0.838
0.393
0.460
0.310
4
27.72
24.34
31.95
0.811
0.718
0.929
0.257
0.276
0.234
8
27.90
24.64
31.98
0.817
0.728
0.929
0.251
0.264
0.234
16 (ours)
28.02
24.71
32.15
0.820
0.731
0.930
0.247
0.259
0.232
Appendix
Table 8: Atlas design, each metric reported over all scenes and split into the five outdoor and four indoor ones. Top: number of atlases, normals fixed at the cluster centres of the training camera directions. Bottom: the same 16 atlases with the normals left free, at three step sizes, larger learning rate (lr) means more movement for the intial normals.
PSNR ↑
SSIM ↑
LPIPS ↓
∥g∥
∥c∥
#prim.
with λg∥g∥2 (ours)
28.02
0.820
0.247
0.098
1.79
2.00 M
without
27.85
0.815
0.255
0.640
1.85
1.75 M
Δ
−0.17
−0.005
+0.008
×6.57
×1.03
−12%
Appendix
Table 9: Highlight regularization, averaged over the nine Mip-NeRF 360 scenes. ∥g∥ is the mean amplitude of the penalized lobes and ∥c∥ the mean base-colour magnitude. Dropping the term lets the lobes grow by 6.6× while the base is left untouched.
Institute of Computational Imaging, Beijing Information Science and Technology University, Beijing 102206, China · College of Computer Science (College of Software), Inner Mongolia University, Hohhot 010021, China
Jagiellonian University, Faculty of Mathematics and Computer Science · IDEAS Research Institute · Poznań University of Technology, Institute of Robotics and Machine Intelligence