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Paper · arXiv

3D Gaussian Accelerated Ray Tracing: Fast training through particle-based backward propagation

3D Gaussian Splatting has made Gaussian primitives a highly efficient representation for real-time novel view synthesis, but its rasterisation-based formulation relies on screen-space approximations that limit accurate view-dependent ordering and the integration of secondary ray effects such as reflections, refractions, and shadows. Gaussian ray tracing addresses these limitations by evaluating explicit ray-primitive intersections, yet it remains costly to train. We observe that the main bottleneck is not ray traversal alone, but the pixel-centric backward propagation, where many threads concurrently accumulate gradients into the same primitive parameters, causing severe atomic contention...

AuthorsLaurent Vit, Oliver Batchelor, Richard Green
Primary categorycs.GR
Published18 August 2026
Last updated at source18 August 2026
cs.GRcs.CV
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