Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds

📅 2026-08-18
📈 Citations: 0
Influential: 0
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🤖 AI Summary
本文通过优化场景表示、GPU执行等方法,解决了光线追踪在实时渲染中速度慢的问题,实现了比现有方法更快的渲染速度。
📝 Abstract
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
Problem

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

real-time novel view synthesis
rasterization
ray tracing
non-pinhole effects
Innovation

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

Differentiable Voronoi Ray Tracing
Scene Representation
GPU Execution Optimization
Real-time Rendering
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