arXiv:2512.04421cs.CVcs.GR2025-12

用三角形统一渲染与光栅化,实现粒子场景实时高质量渲染

UTrice: Unifying Primitives in Differentiable Ray Tracing and Rasterization via Triangles for Particle-Based 3D Scenes

  • 以三角形为统一渲染原语,无需中间网格和交点计算
  • 相比现有方法显著提升画质,仍保持实时性能
  • 可直接渲染光栅化优化的三角形点阵,适合新视角合成

基于射线追踪的3D高斯粒子能实现景深、折射等真实感效果,适用于新视角合成。然而,现有方法需通过代理几何体追踪高斯粒子,需构建复杂中间网格并进行昂贵的相交测试。这源于高斯粒子不适合作为光栅化与射线追踪的统一原语。本文提出一种基于三角形的可微分射线追踪管线,直接以三角形作为渲染原语,无需任何代理几何体。结果表明,该方法在保持实时渲染性能的同时,显著优于现有射线追踪方案的渲染质量。此外,该管线可直接渲染由光栅化方法Triangle Splatting优化的三角形,实现了新视角合成中渲染原语的统一。

原文摘要 · Abstract (English)

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.

3D生成可微分渲染三角形点阵新视角合成

Thank you to arXiv for use of its open access interoperability. PaperDance 不是 arXiv 官方产品;中文卡片由大模型生成,请以原文为准。