arXiv:2603.23637cs.CV2026-03

用随机采样加速3D高斯点云重建与渲染,无需排序且支持真实光影。

Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting

  • 每条光线仅采样少量高斯点,避免排序开销,实现无序高效渲染。
  • 标准场景重建质量与光栅化方法相当,速度远超传统光线追踪。
  • 支持真实阴影反射,适合需要高保真光照的场景重建任务。

基于光线追踪的3D高斯点云(3DGS)方法克服了光栅化方法在针孔相机假设、阴影不准确及缺乏天然反射折射等方面的局限,但因需对每条光线上的所有相交高斯点进行排序而效率较低。现有光线追踪方法仍依赖光栅化风格的近似技术(如阴影贴图),削弱了光线追踪应有的通用性。本文提出首个可微、免排序的随机光线追踪框架,首次实现对标准与可重光照3DGS场景的重建与渲染。核心是像素颜色梯度的无偏蒙特卡洛估计器,每条光线仅评估少量采样的高斯点,跳过排序步骤。在标准3DGS中,本方法在重建质量和速度上与光栅化方法相当,显著优于基于排序的光线追踪;在可重光照3DGS中,同一估计器驱动逐高斯着色,并使用完全光线追踪的阴影射线,重建保真度明显优于先前工作。

原文摘要 · Abstract (English)

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.

3D重建光线追踪高斯点云可重光照

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