arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 2603.23637cs.CV

随机光线追踪用于3D高斯点云重建

Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting

University of Illinois Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);Adobe Research(Adobe 研究院);Canva Research(Canva 研究院)

Peiyu Xu, Xin Sun, Krishna Mullia, Raymond Fei, Iliyan Georgiev, Shuang Zhao

AI总结:

本文提出一种无排序的随机光线追踪方法,用于重建和渲染标准及可照明的3D高斯点云场景,提升了重建质量和速度。

摘要:

基于光线追踪的3D高斯点云(3DGS)方法克服了光栅化技术的局限性,但速度较慢。本文提出一种可微、无排序的随机形式,通过无偏蒙特卡洛估计器评估少量采样高斯点,从而提高效率。对于标准3DGS,该方法在重建质量和速度上与光栅化方法相当,但在排序光线追踪中表现更优。对于可照明3DGS,相同随机估计器驱动每高斯点的着色,通过完全光线追踪的阴影光线实现更高的重建保真度。

英文摘要:

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.

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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