arXiv:2601.20429cs.GRcs.AR2026-01被引 3

优化3D高斯渲染的光线追踪效率,大幅减少计算开销。

GRTX: Efficient Ray Tracing for 3D Gaussian-Based Rendering

  • 通过射线空间变换将各向异性高斯视为单位球,压缩加速结构体积。
  • 引入遍历检查点机制,多轮追踪时跳过重复节点,提速显著。
  • 软硬件协同设计,性能提升明显且硬件成本极低。

3D高斯点云渲染因出色的视觉质量和渲染性能已广泛应用于各类场景。尽管多数方法依赖光栅化渲染高斯,近期研究开始探索光线追踪以克服光栅化的固有局限。然而,现有高斯光线追踪方法存在加速结构臃肿、节点重复遍历等问题,严重拖累性能。本文提出GRTX,一套软硬件协同优化方案,实现高效高斯基渲染的光线追踪。首先,提出一种新型加速结构构建方法:通过射线空间变换将各向异性高斯等效为单位球,显著缩小BVH规模并降低遍历开销。其次,设计光线追踪单元内的遍历检查点硬件支持,使多轮追踪可从检查点恢复,避免每轮均从根节点重启。评估表明,相较于基线光线追踪方法,GRTX在几乎不增加硬件开销的前提下显著提升性能。

原文摘要 · Abstract (English)

3D Gaussian Splatting has gained widespread adoption across diverse applications due to its exceptional rendering performance and visual quality. While most existing methods rely on rasterization to render Gaussians, recent research has started investigating ray tracing approaches to overcome the fundamental limitations inherent in rasterization. However, current Gaussian ray tracing methods suffer from inefficiencies such as bloated acceleration structures and redundant node traversals, which greatly degrade ray tracing performance. In this work, we present GRTX, a set of software and hardware optimizations that enable efficient ray tracing for 3D Gaussian-based rendering. First, we introduce a novel approach for constructing streamlined acceleration structures for Gaussian primitives. Our key insight is that anisotropic Gaussians can be treated as unit spheres through ray space transformations, which substantially reduces BVH size and traversal overhead. Second, we propose dedicated hardware support for traversal checkpointing within ray tracing units. This eliminates redundant node visits during multi-round tracing by resuming traversal from checkpointed nodes rather than restarting from the root node in each subsequent round. Our evaluation shows that GRTX significantly improves ray tracing performance compared to the baseline ray tracing method with a negligible hardware cost.

3D高斯光线追踪加速结构软硬件协同

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