BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Asia/Tokyo X-LIC-LOCATION:Asia/Tokyo BEGIN:STANDARD TZOFFSETFROM:+0900 TZOFFSETTO:+0900 TZNAME:JST DTSTART:18871231T000000 END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20250110T023312Z LOCATION:Hall B5 (2)\, B Block\, Level 5 DTSTART;TZID=Asia/Tokyo:20241205T105900 DTEND;TZID=Asia/Tokyo:20241205T111300 UID:siggraphasia_SIGGRAPH Asia 2024_sess128_papers_536@linklings.com SUMMARY:3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes DESCRIPTION:Technical Papers\n\nNicolas Moenne-Loccoz (NVIDIA); Ashkan Mir zaei (NVIDIA, University of Toronto); and Or Perel, Riccardo de Lutio, Jan ick Martinez Esturo, Gavriel State, Sanja Fidler, Nicholas Sharp, and Zan Gojcic (NVIDIA)\n\nParticle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and r e-rendering of complex scenes.\nMost existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order.\nThis work instead considers ray tracing the particles, buil ding a bounding volume hierarchy and casting a ray for each pixel using hi gh-performance GPU ray tracing hardware.\nTo efficiently handle large numb ers of semi-transparent particles, we describe a specialized rendering alg orithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-o rder. \nThe benefits of ray tracing are well-known in computer graphics: p rocessing incoherent rays for secondary lighting effects such as shadows a nd reflections, rendering from highly-distorted cameras common in robotics , stochastically sampling rays, and more.\nWith our renderer, this flexibi lity comes at little cost compared to rasterization. Experiments demonstra te the speed and accuracy of our approach, as well as several applications in computer graphics and vision.\nWe further propose related improvements to the basic Gaussian representation, including a simple use of generaliz ed kernel functions which significantly reduces particle hit counts.\n\nRe gistration Category: Full Access, Full Access Supporter\n\nLanguage Format : English Language\n\nSession Chair: Manolis Savva (Simon Fraser Universit y) URL:https://asia.siggraph.org/2024/program/?id=papers_536&sess=sess128 END:VEVENT END:VCALENDAR