CVMar 26

Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting

arXiv:2603.2363736.9h-index: 6
AI Analysis

This addresses the computational bottleneck in 3D reconstruction and rendering for computer vision and graphics applications, offering an incremental improvement over prior ray-tracing methods.

The paper tackled the problem of slow ray-tracing-based 3D Gaussian splatting by introducing a stochastic, sorting-free method that matches rasterization-based quality and speed for standard scenes and improves reconstruction fidelity for relightable scenes.

Ray-tracing-based 3D Gaussian splatting (3DGS) methods overcome the limitations of rasterization -- rigid pinhole camera assumptions, inaccurate shadows, and lack of native reflection or refraction -- but remain slower due to the cost of sorting all intersecting Gaussians along every ray. Moreover, existing ray-tracing methods still rely on rasterization-style approximations such as shadow mapping for relightable scenes, undermining the generality that ray tracing promises. We present a differentiable, sorting-free stochastic formulation for ray-traced 3DGS -- the first framework that uses stochastic ray tracing to both reconstruct and render standard and relightable 3DGS scenes. At its core is an unbiased Monte Carlo estimator for pixel-color gradients that evaluates only a small sampled subset of Gaussians per ray, bypassing the need for sorting. For standard 3DGS, our method matches the reconstruction quality and speed of rasterization-based 3DGS while substantially outperforming sorting-based ray tracing. For relightable 3DGS, the same stochastic estimator drives per-Gaussian shading with fully ray-traced shadow rays, delivering notably higher reconstruction fidelity than prior work.

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