Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting

📅 2026-03-24
📈 Citations: 0
Influential: 0
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📝 Abstract
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.
Problem

Research questions and friction points this paper is trying to address.

3D Gaussian Splatting
ray tracing
stochastic rendering
relightable reconstruction
sorting bottleneck
Innovation

Methods, ideas, or system contributions that make the work stand out.

stochastic ray tracing
3D Gaussian splatting
sorting-free
differentiable rendering
Monte Carlo estimator
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