arXiv:2608.17682cs.CV2026-08

用可微分的 Voronoi 射线追踪实现实时渲染,支持多种镜头特效。

Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds

论文配图:Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
图 1 · 摘自论文原文
  • 设计新型场景表示与 GPU 执行协同优化,降低射线追踪开销。
  • 在 Mip-NeRF 360 上达 623 FPS,速度超前代方法 3.2 倍。
  • 无需专用光栅化,自然支持鱼眼、滚动快门等复杂效果。

实时新视角合成主要依赖光栅化的显式基元。这类基于投影的流程虽有高吞吐量,但难以处理非针孔效应(如畸变、滚动快门、景深)。基于射线的渲染能自然表达这些效应,但通常被认为不适合实时竞争。我们分析了可微分 Voronoi 射线追踪的吞吐量影响因素,识别出遍历长度、每单元计算量和内存局部性为关键决定因素。据此提出 VoroTracing,通过联合设计场景表示、优化策略与 GPU 执行来降低上述成本。紧凑的八面体外观纹理减少内存流量,表面集中透明度促进早期终止。固定预算表示无需剪枝或加密,且使用针对相干遍历优化的 GPU 实现。在 Mip-NeRF 360 上,VoroTracing 在 RTX 5090 上实现 623 FPS,吞吐量为最快先前射线方法的 3.2 倍,比 3D 高斯溅射高 2.8 倍,同时保持竞争力的重建质量。渲染器通过射线生成与采样支持鱼眼、滚动快门、运动模糊和景深,无需专用光栅化。结果表明,射线渲染可实现实时吞吐量,兼具灵活性。代码已公开。

原文摘要 · Abstract (English)

Real-time novel view synthesis is dominated by rasterized explicit primitives. These projection-based pipelines provide high throughput but require specialized extensions for non-pinhole effects such as distortion, rolling shutter, and depth of field. Ray-based rendering expresses these effects naturally but is generally assumed too slow for competitive real-time rendering. We analyze the factors governing throughput in differentiable Voronoi ray tracing and identify traversal length, per-cell work, and memory locality as principal determinants. Guided by this, we introduce VoroTracing, which co-designs the scene representation, optimization, and GPU execution to reduce these costs. Compact octahedral appearance textures reduce memory traffic, while surface-concentrated opacity promotes early termination. The fixed-budget representation is optimized without pruning or densification and rendered with a GPU implementation designed for coherent traversal. On Mip-NeRF 360, VoroTracing renders at 623 FPS on an RTX 5090, providing $3.2\times$ the throughput of the fastest prior ray-based method and $2.8\times$ that of 3D Gaussian Splatting, while maintaining competitive reconstruction quality. Our renderer supports fisheye, rolling-shutter, motion-blur, and depth-of-field effects through ray generation and sampling, requiring no specialized rasterization. These results show that real-time throughput can be achieved with the flexibility of ray-based rendering. We release our source code, see https://research.zenseact.com/publications/vorotracing

射线追踪实时渲染可微分视觉特效

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