Paper

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Xiaoteng Liu

Hexu Zhao

Aurojit Panda

Jinyang Li

Ray Tracing enables rendering capabilities that are difficult to achieve with rasterization-based approaches such as 3D Gaussian Splatting (3DGS). However, the training cost of Gaussian-based ray tracing (GRT) is much higher than that of 3DGS. In this paper, we study how ray tracing using Gaussians executes on GPUs and show that a considerable fraction of the training cost arises from how the computation is organized. We develop FastGRT, which decouples ray traversal from blending and reuses work done in the forward pass for the backward pass. FastGRT further incorporates optimizations such as fast gradient accumulation and a hybrid BVH update strategy to tackle other major bottlenecks in the training pipeline. We implement FastGRT in Vulkan. To the best of our knowledge, it is the first Vulkan-based GRT implementation that supports both training and rendering. Compared to 3DGRT, FastGRT improves training time by 1.9$\times$ to 4.97$\times$, while preserving the original rendering formulation. Our code is open source.

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The week in radiance fields, every Monday.

Gaussian Splatting News on YouTube

The week in radiance fields, every Monday.

Gaussian Splatting News on YouTube

The week in radiance fields, every Monday.

Gaussian Splatting News on YouTube

The week in radiance fields, every Monday.