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Neural 3D Reconstruction and Immersive VR Visualization of Row Crops Across Phenological Growth Stages

This repository contains the official implementation and resources for our published paper on integrating Neural Radiance Fields (NeRF), 3D Gaussian Splatting (G-Splat), and Virtual Reality (VR) for plant phenotyping across BBCH growth stages.


Overview

We present a unified pipeline that bridges image-based 3D reconstruction and immersive visualization for agricultural analysis.

The workflow includes:

  • Multi-view plant data acquisition in controlled greenhouse environments
  • Camera pose estimation using a globally optimized SfM pipeline (GLOMAP)
  • High-fidelity 3D reconstruction using NeRF (Nerfacto) and G-Splat
  • Alignment with BBCH growth stages for biologically meaningful analysis
  • Real-time rendering and interaction in a VR greenhouse (Unreal Engine, Meta Quest)

This system enables both:

  • Quantitative evaluation (PSNR, SSIM, LPIPS)
  • Qualitative exploration through immersive VR

Paper Website

Website Link

Paper

Read the full paper here:
Paper Link


Dataset

Access the dataset used in this study:
Dataset Link

The dataset includes:

  • Multi-view RGB image sequences (video-derived + photogrammetry)
  • BBCH-labeled plant growth stages
  • Multiple crop species (millets, mungbean, Delta & Amarillo peas)
  • Image sets for both training (known views) and evaluation (unseen views)

Code

All code used in this paper is provided in the code/ folder.

This includes components for:

  • NeRF and G-Splat reconstruction workflows
  • Integration with Unreal Engine for VR visualization

Tutorial Video

A tutorial demonstrating how to convert COLMAP poses to Unreal Engine will be available here:
Video Link


Key Components

  • Pose Estimation: GLOMAP (global SfM, COLMAP-based)
  • Reconstruction: Nerfacto (NeRF) + 3D Gaussian Splatting
  • Rendering & VR: Unreal Engine (Meta Quest deployment)
  • Evaluation Metrics: PSNR, SSIM, LPIPS

Key Insights

  • NeRF provides strong perceptual realism and smooth radiance consistency
  • G-Splat achieves better structural fidelity and real-time rendering efficiency
  • Both methods run at real-time VR performance (~72 FPS) on standalone headsets
  • The combined pipeline enables scalable and interpretable 3D plant phenotyping

Applications

  • Plant phenotyping and growth analysis
  • Precision agriculture workflows
  • Digital twins of crops
  • Immersive scientific visualization and education

Citation

If you use this work, please cite:

@article{joshi2026neural,
  title={Neural 3D Reconstruction and Immersive VR Visualization of Row Crops Across Phenological Growth Stages},
  author={Joshi, Shambhavi and Di Salvo, Juan and Shen, Yanben and Hadadi, Mozhgan and Boddepalli, Venkata Naresh and Jubery, Zaki and Sarkar, Soumik and Singh, Arti and Ganapathysubramanian, Baskar and Singh, Asheesh K and others},
  journal={Smart Agricultural Technology},
  pages={102024},
  year={2026},
  publisher={Elsevier}
}