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| Main Authors: | , , , , |
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| Format: | Preprint |
| Published: |
2025
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| Subjects: | |
| Online Access: | https://arxiv.org/abs/2512.04421 |
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| _version_ | 1866918231129718784 |
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| author | Liu, Changhe Javanmardi, Ehsan Bao, Naren Orsholits, Alex Tsukada, Manabu |
| author_facet | Liu, Changhe Javanmardi, Ehsan Bao, Naren Orsholits, Alex Tsukada, Manabu |
| contents | Ray tracing 3D Gaussian particles enables realistic effects such as depth of field, refractions, and flexible camera modeling for novel-view synthesis. However, existing methods trace Gaussians through proxy geometry, which requires constructing complex intermediate meshes and performing costly intersection tests. This limitation arises because Gaussian-based particles are not well suited as unified primitives for both ray tracing and rasterization. In this work, we propose a differentiable triangle-based ray tracing pipeline that directly treats triangles as rendering primitives without relying on any proxy geometry. Our results show that the proposed method achieves significantly higher rendering quality than existing ray tracing approaches while maintaining real-time rendering performance. Moreover, our pipeline can directly render triangles optimized by the rasterization-based method Triangle Splatting, thus unifying the primitives used in novel-view synthesis. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2512_04421 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | UTrice: Unifying Primitives in Differentiable Ray Tracing and Rasterization via Triangles for Particle-Based 3D Scenes Liu, Changhe Javanmardi, Ehsan Bao, Naren Orsholits, Alex Tsukada, Manabu Computer Vision and Pattern Recognition Graphics Ray tracing 3D Gaussian particles enables realistic effects such as depth of field, refractions, and flexible camera modeling for novel-view synthesis. However, existing methods trace Gaussians through proxy geometry, which requires constructing complex intermediate meshes and performing costly intersection tests. This limitation arises because Gaussian-based particles are not well suited as unified primitives for both ray tracing and rasterization. In this work, we propose a differentiable triangle-based ray tracing pipeline that directly treats triangles as rendering primitives without relying on any proxy geometry. Our results show that the proposed method achieves significantly higher rendering quality than existing ray tracing approaches while maintaining real-time rendering performance. Moreover, our pipeline can directly render triangles optimized by the rasterization-based method Triangle Splatting, thus unifying the primitives used in novel-view synthesis. |
| title | UTrice: Unifying Primitives in Differentiable Ray Tracing and Rasterization via Triangles for Particle-Based 3D Scenes |
| topic | Computer Vision and Pattern Recognition Graphics |
| url | https://arxiv.org/abs/2512.04421 |