面向三维高斯泼溅重建的随机光线追踪
Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting
用无排序的可微随机光线追踪替代沿光线对高斯做深度排序,可直接复用到非针孔相机与可重光照 3DGS 的重建与渲染流程中,解决排序瓶颈并支持全光线追踪阴影与着色。
原文依据 we introduce a sorting-free differentiable stochastic formulation for ray-traced 3DGS
摘要译文
由模型翻译 · 术语统一 · 请对照原文核对关键结论基于光线追踪的三维高斯泼溅(3DGS)具有支持非针孔相机模型与可重光照公式的通用性。然而,这类方法通常在性能上有所欠缺,部分原因在于需要沿追踪光线对所有相交高斯进行基于深度的排序。本文提出一种面向光线追踪 3DGS 的无排序可微随机公式,能够高效地重建与渲染标准 3DGS 场景和可重光照 3DGS 场景。对于标准 3DGS,本方法取得了与基于光栅化的 3DGS 相当的性能,并优于基于排序的光线追踪。对于可重光照 3DGS,得益于完全光线追踪的阴影光线与光照光线所提供的精确阴影与着色计算,本技术能够给出更高质量的重建与渲染结果。
英文原文摘要 812 字符
Ray-tracing-based 3D Gaussian splatting (3DGS) enjoys the generality of supporting non-pinhole camera models and relightable formulations. However, they are usually lacking in performance, partially due to the need for depth-based sorting of all intersecting Gaussians along the traced rays.In this paper, we introduce a sorting-free differentiable stochastic formulation for ray-traced 3DGS, enabling efficient reconstruction and rendering of both standard and relightable 3DGS scenes.For standard 3DGS, our method offers performance comparable to rasterization-based 3DGS and outperforms sorting-based ray tracing.For relightable 3DGS, our technique provides higher-quality reconstructions and renderings thanks to the accurate shadow and shading computation provided by fully ray-traced shadow and light rays.