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Main Authors: Liu, Changhe, Javanmardi, Ehsan, Bao, Naren, Orsholits, Alex, Tsukada, Manabu
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2512.04421
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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