3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes

Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts.

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Publication Details

Journal
ACM Transactions on Graphics
Published
2024-11-19
DOI
https://doi.org/10.1145/3687934
Citations
49
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
30.99
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article

3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes

Nicolas Moënne-Loccoz, Žan Gojčič, Or Perel, Nicholas Sharp et al.
49 citations
ACM Transactions on Graphics
Computer Graphics and Visualization Techniques
30.99
article

3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes

Nicolas Moënne-Loccoz, Žan Gojčič, Or Perel, Nicholas Sharp, Riccardo de Lutio, Sanja Fidler, Ashkan Mirzaei, Janick Martinez Esturo, Gavriel State
article en
49 citations

Abstract

Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts.

ACM Transactions on GraphicsVol. 43(6)
University of Toronto (CA), Nvidia (United States) (US), Seattle University (US)
Sustainable cities and communities
Openalex Percentile: Top 0%
Computer Graphics and Visualization Techniques
30.99
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