REdiSplats: Ray Tracing for Editable Gaussian Splatting

Fuente: arXiv
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Main Authors: Byrski, Krzysztof, Wilczyński, Grzegorz, Smolak-Dyżewska, Weronika, Borycki, Piotr, Baran, Dawid, Tadeja, Sławomir, Spurek, Przemysław
Format: Preprint
Published: 2025
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author Byrski, Krzysztof
Wilczyński, Grzegorz
Smolak-Dyżewska, Weronika
Borycki, Piotr
Baran, Dawid
Tadeja, Sławomir
Spurek, Przemysław
author_facet Byrski, Krzysztof
Wilczyński, Grzegorz
Smolak-Dyżewska, Weronika
Borycki, Piotr
Baran, Dawid
Tadeja, Sławomir
Spurek, Przemysław
contents Gaussian Splatting (GS) has become one of the most important neural rendering algorithms. GS represents 3D scenes using Gaussian components with trainable color and opacity. This representation achieves high-quality renderings with fast inference. Regrettably, it is challenging to integrate such a solution with varying light conditions, including shadows and light reflections, manual adjustments, and a physical engine. Recently, a few approaches have appeared that incorporate ray-tracing or mesh primitives into GS to address some of these caveats. However, no such solution can simultaneously solve all the existing limitations of the classical GS. Consequently, we introduce REdiSplats, which employs ray tracing and a mesh-based representation of flat 3D Gaussians. In practice, we model the scene using flat Gaussian distributions parameterized by the mesh. We can leverage fast ray tracing and control Gaussian modification by adjusting the mesh vertices. Moreover, REdiSplats allows modeling of light conditions, manual adjustments, and physical simulation. Furthermore, we can render our models using 3D tools such as Blender or Nvdiffrast, which opens the possibility of integrating them with all existing 3D graphics techniques dedicated to mesh representations.
format Preprint
id arxiv_https___arxiv_org_abs_2503_12284
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle REdiSplats: Ray Tracing for Editable Gaussian Splatting
Byrski, Krzysztof
Wilczyński, Grzegorz
Smolak-Dyżewska, Weronika
Borycki, Piotr
Baran, Dawid
Tadeja, Sławomir
Spurek, Przemysław
Computer Vision and Pattern Recognition
Gaussian Splatting (GS) has become one of the most important neural rendering algorithms. GS represents 3D scenes using Gaussian components with trainable color and opacity. This representation achieves high-quality renderings with fast inference. Regrettably, it is challenging to integrate such a solution with varying light conditions, including shadows and light reflections, manual adjustments, and a physical engine. Recently, a few approaches have appeared that incorporate ray-tracing or mesh primitives into GS to address some of these caveats. However, no such solution can simultaneously solve all the existing limitations of the classical GS. Consequently, we introduce REdiSplats, which employs ray tracing and a mesh-based representation of flat 3D Gaussians. In practice, we model the scene using flat Gaussian distributions parameterized by the mesh. We can leverage fast ray tracing and control Gaussian modification by adjusting the mesh vertices. Moreover, REdiSplats allows modeling of light conditions, manual adjustments, and physical simulation. Furthermore, we can render our models using 3D tools such as Blender or Nvdiffrast, which opens the possibility of integrating them with all existing 3D graphics techniques dedicated to mesh representations.
title REdiSplats: Ray Tracing for Editable Gaussian Splatting
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2503.12284