用小模型实现3D高斯泼溅的实时光线查询,支持全局光照。
Directed Distance Fields for Constant-Time Ray Queries on Gaussian Splatting

- 将3DGS场景转为定向距离场,通过神经网络快速回答任意光线交点。
- 查询速度比球面追踪快26~72倍,内存不随场景增大而增加。
- 无需网格,可直接用于真实场景的全局光照渲染,适合图形应用开发者。
3D高斯泼溅(3DGS)能实时渲染新视角,但仅支持从相机出发的主光线,无法处理阴影、环境遮蔽和全局光照所需的次级光线。本文通过蒸馏训练得到一个定向距离场(DDF),将其作为光线查询的“预言机”。该神经场仅52~MB,不随高斯数量增长,单次查询仅需一次前向传播。实验表明:使用清晰的距离监督信号能有效恢复细部结构,优于模糊的深度图监督;在速度上,DDF比等效的有符号距离场球面追踪快26至72倍,且在配备专用光线追踪核心的硬件上,其查询时间和内存开销也保持恒定;我们构建了端到端无网格管线:图像生成3DGS场景,神经表面提供精确距离,DDF从中学习。将DDF用于次级光线查询,在142个物体的真实场景中,实现了30.3 dB的阴影还原和21.3 dB的环境遮蔽质量。代码已开源。
原文摘要 · Abstract (English)
3D Gaussian Splatting (3DGS) renders new views of a scene in real time. Like every rasterizer, it answers only primary rays, the rays from the camera through the image. It cannot trace the secondary rays that shadows, ambient occlusion, and global illumination need. We turn a trained 3DGS scene into a ray oracle by distilling a Directed Distance Function (DDF). The DDF is a small neural field. It takes a ray, given by an origin and a direction, and returns the distance to the first surface and whether the ray hits anything. Each query is one forward pass. The field is 52~MB, and its size does not depend on the number of Gaussians, so its cost and memory stay flat as the scene grows. We make three points. First, we study what supervision a DDF needs. Depth rendered from the Gaussians is too blurry to teach thin parts, while clean distance supervision recovers them. Second, we measure speed. The DDF is 26 to 72 times faster than sphere tracing an equivalent signed distance field, and unlike a bounding volume hierarchy built over the Gaussians, even on dedicated RT-core hardware, its query time and memory do not grow with the scene. Third, we show a pipeline that needs no mesh: images give a 3DGS scene, a neural surface gives clean distances, and the DDF learns from them. We use the DDF as a secondary-ray oracle for global illumination. It reproduces reference ray-traced shadows at 30.3~dB and ambient occlusion at 21.3~dB across 142 objects, and on real captured scenes. Our codes are available at https://github.com/smlab-niser/ddf-gs.
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