GRay: Ray Tracing 3D Gaussians Near the Speed of Splats

3D Gaussian Splatting (3DGS) is a popular representation for radiance field reconstruction, distinguished by the rendering speed of its rasterization-based renderer. While 3D Gaussians can also be ray traced, this approach has so far been slower, with 3D Gaussian Ray Tracing (3DGRT) [Moenne-Loccoz et al. 2024 ] taking nearly one order of magnitude longer to optimize. To address this, we present GRay, a fast ray tracer for 3D Gaussians designed to close this performance gap and match 3DGS’s speed. Our method leverages the algorithmic difference between both approaches: unlike rasterization, ray tracing evaluates only Gaussians that are actually intersected by a ray, leading to potentially logarithmic—rather than linear—scaling in the number of primitives. This property allows ray tracing to better exploit dense scenes composed of numerous tiny Gaussians, a configuration which has largely been overlooked. Notably, we show that dense initialization—which creates many small Gaussians—slows down rasterization, but instead speeds up ray tracing. Designed to leverage this effect, GRay renders nearly 4 × faster and optimizes nearly 10 × faster than 3DGRT while maintaining similar quality, and has competitive speed with 3DGS albeit at somewhat lower quality. Code will be released upon publication.

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Publication Details

Journal
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Published
2026-05-01
DOI
https://doi.org/10.1145/3804496
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
0.00

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article

GRay: Ray Tracing 3D Gaussians Near the Speed of Splats

Jean‐François Lalonde, George Drettakis, Yohan Poirier‐Ginter
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Computer Graphics and Visualization Techniques
article

GRay: Ray Tracing 3D Gaussians Near the Speed of Splats

Jean‐François Lalonde, George Drettakis, Yohan Poirier‐Ginter
article en

Abstract

3D Gaussian Splatting (3DGS) is a popular representation for radiance field reconstruction, distinguished by the rendering speed of its rasterization-based renderer. While 3D Gaussians can also be ray traced, this approach has so far been slower, with 3D Gaussian Ray Tracing (3DGRT) [Moenne-Loccoz et al. 2024 ] taking nearly one order of magnitude longer to optimize. To address this, we present GRay, a fast ray tracer for 3D Gaussians designed to close this performance gap and match 3DGS’s speed. Our method leverages the algorithmic difference between both approaches: unlike rasterization, ray tracing evaluates only Gaussians that are actually intersected by a ray, leading to potentially logarithmic—rather than linear—scaling in the number of primitives. This property allows ray tracing to better exploit dense scenes composed of numerous tiny Gaussians, a configuration which has largely been overlooked. Notably, we show that dense initialization—which creates many small Gaussians—slows down rasterization, but instead speeds up ray tracing. Designed to leverage this effect, GRay renders nearly 4 × faster and optimizes nearly 10 × faster than 3DGRT while maintaining similar quality, and has competitive speed with 3DGS albeit at somewhat lower quality. Code will be released upon publication.

Proceedings of the ACM on Computer Graphics and Interactive TechniquesVol. 9(1)
Institut national de recherche en sciences et technologies du numérique (FR), Observatoire de la Côte d’Azur (FR), Université Laval (CA)
European Research Council
Openalex Percentile: Top 7%
Computer Graphics and Visualization Techniques
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GRay: Ray Tracing 3D Gaussians Near the Speed of Splats — Jean‐François Lalonde, George Drettakis, et al. · Proceedings of the ACM on Computer Graphics and Interactive Techniques (2026) | TGRS Research Map | TGRS