让3D高斯光线追踪训练提速3倍以上,解决梯度竞争问题。
3D Gaussian Accelerated Ray Tracing: Fast training through particle-based backward propagation

- 改用基于图元的反向传播,减少线程争用
- 在Mip-NeRF 360上训练速度提升3.5倍
- 实现高质量光线追踪渲染,适合追求真实感的视觉任务
3D高斯点阵已使高斯原语成为实时新视角合成的高效表示,但其基于光栅化的形式依赖屏幕空间近似,限制了视图相关的排序精度以及反射、折射、阴影等次级光线效应的整合。高斯光线追踪通过显式计算光线-原语相交来解决这些问题,但训练成本仍高。我们发现瓶颈并非光线遍历本身,而是像素中心的反向传播:多个线程同时向同一原语参数累积梯度,导致严重原子争用和线程串行化。本文提出3DGART,一种面向光线追踪高斯渲染的实用训练框架。核心思想是将反向传播重构为围绕原语而非像素进行。利用保守的透视正确屏幕空间边界,构建紧凑的中间缓冲区与瓦片-原语映射,使每个线程在瓦片内累积单个原语对覆盖像素的贡献。这将梯度计算从高争用的散射操作转化为结构化的聚集过程。在Mip-NeRF 360上,3DGART相较像素基线实现约3-3.5倍原始训练加速,相比3DGRT快约4倍,同时提升质量。更重要的是,3DGART使完全光线追踪的高斯训练变得可行,运行时与光栅化流水线相当,同时保留光线追踪优势。
原文摘要 · Abstract (English)
3D Gaussian Splatting has made Gaussian primitives a highly efficient representation for real-time novel view synthesis, but its rasterisation-based formulation relies on screen-space approximations that limit accurate view-dependent ordering and the integration of secondary ray effects such as reflections, refractions, and shadows. Gaussian ray tracing addresses these limitations by evaluating explicit ray-primitive intersections, yet it remains costly to train. We observe that the main bottleneck is not ray traversal alone, but the pixel-centric backward propagation, where many threads concurrently accumulate gradients into the same primitive parameters, causing severe atomic contention and thread serialisation. We present 3DGART, a practical training framework for ray-traced Gaussian rendering. Our key idea is to reorganise backward propagation around primitives rather than pixels. Using conservative perspective-correct screen-space bounds, we build a compact intermediate buffer and a tile-primitive mapping that allows each thread to accumulate the contribution of one primitive over its covered pixels within a tile. This transforms gradient computation from a contention-heavy scatter operation into a structured gather-like process. On Mip-NeRF 360, 3DGART achieves an $\approx 3-3.5\times$ raw training speedup over per-pixel baseline and $\approx4 \times$ over 3DGRT on Mip-NeRF 360 while improving quality. More importantly, 3DGART makes fully ray-traced Gaussian training practical, reaching runtimes competitive with rasterisation-based pipelines while preserving benefits of ray tracing.
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。