  Despite the potential of neural scene representations to effectively compress
3D scalar fields at high reconstruction quality, the computational complexity
of the training and data reconstruction step using scene representation
networks limits their use in practical applications. In this paper, we analyze
whether scene representation networks can be modified to reduce these
limitations and whether such architectures can also be used for temporal
reconstruction tasks. We propose a novel design of scene representation
networks using GPU tensor cores to integrate the reconstruction seamlessly into
on-chip raytracing kernels, and compare the quality and performance of this
network to alternative network- and non-network-based compression schemes. The
results indicate competitive quality of our design at high compression rates,
and significantly faster decoding times and lower memory consumption during
data reconstruction. We investigate how density gradients can be computed using
the network and show an extension where density, gradient and curvature are
predicted jointly. As an alternative to spatial super-resolution approaches for
time-varying fields, we propose a solution that builds upon latent-space
interpolation to enable random access reconstruction at arbitrary granularity.
We summarize our findings in the form of an assessment of the strengths and
limitations of scene representation networks \changed{for compression domain
volume rendering, and outline future research directions.
