Ray tracing 3D Gaussian particles enables realistic effects such as depth of field, refractions, and flexible camera modeling for novel-view synthesis. However, existing methods trace Gaussians through proxy geometry, which requires constructing complex intermediate meshes and performing costly intersection tests. This limitation arises because Gaussian-based particles are not well suited as unified primitives for both ray tracing and rasterization. In this work, we propose a differentiable triangle-based ray tracing pipeline that directly treats triangles as rendering primitives without relying on any proxy geometry. Our results show that the proposed method achieves significantly higher rendering quality than existing ray tracing approaches while maintaining real-time rendering performance. Moreover, our pipeline can directly render triangles optimized by the rasterization-based method Triangle Splatting, thus unifying the primitives used in novel-view synthesis.
翻译:基于三维高斯粒子的光线追踪能够实现诸如景深、折射和灵活相机建模等逼真效果,以用于新视角合成。然而,现有方法通过代理几何体对高斯粒子进行追踪,这需要构建复杂的中介网格并执行昂贵的相交测试。这一局限性的产生是因为基于高斯的粒子并不适合作为同时适用于光线追踪和光栅化的统一图元。在本工作中,我们提出了一种基于三角形的可微分光线追踪流程,该流程直接将三角形作为渲染图元,无需依赖任何代理几何体。我们的实验结果表明,所提方法在保持实时渲染性能的同时,其渲染质量显著优于现有的光线追踪方法。此外,我们的流程能够直接渲染通过基于光栅化的方法——Triangle Splatting——优化的三角形,从而统一了新视角合成中所使用的图元。