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arXiv 2407.07090cs.GRcs.CV
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3D Gaussian Ray Tracing:粒子场景的快速光线追踪

3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes

NVIDIA(英伟达);University of Toronto(多伦多大学);Vector Institute(矢量研究所)

Nicolas Moenne-Loccoz, Ashkan Mirzaei, Or Perel, Riccardo de Lutio, Janick Martinez Esturo, Gavriel State, Sanja Fidler, Nicholas Sharp, Zan Gojcic

AI总结:

本文提出3D Gaussian Ray Tracing方法,通过构建层次包围体和利用GPU光线追踪硬件高效渲染半透明粒子,在保持光栅化速度的同时实现阴影、反射等次级光照效果,并改进高斯表示以减少粒子命中次数。

摘要:

辐射场的基于粒子表示方法(如3D Gaussian Splatting)在复杂场景的重建和重新渲染方面取得了巨大成功。现有方法大多通过光栅化渲染粒子,将其投影到屏幕空间图块并按排序顺序处理。本工作转而考虑对粒子进行光线追踪,构建层次包围体并利用高性能GPU光线追踪硬件为每个像素投射光线。为高效处理大量半透明粒子,我们描述了一种专用渲染算法,该算法用包围网格封装粒子以利用快速光线-三角形求交,并按深度顺序对相交批次进行着色。光线追踪在计算机图形学中的优势众所周知:处理用于阴影和反射等次级光照效果的不相干光线、渲染机器人领域常见的极度畸变相机、随机采样光线等。使用我们的渲染器,这种灵活性相较于光栅化几乎不增加额外成本。实验证明了我们方法的速度和准确性,以及在计算机图形学和视觉中的若干应用。我们进一步提出了对基本高斯表示的相关改进,包括简单使用广义核函数,显著减少了粒子命中次数。

英文摘要:

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.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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