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

Authors

Do you know Laurent Vit?You can claim authorship or link another user.Do you know Oliver Batchelor?You can claim authorship or link another user.Do you know Richard Green?You can claim authorship or link another user.

Abstract

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 and thread serialisation. We present 3DGART, a practical training framework for ray-traced Gaussian rendering. Our key idea is to reorganise backward propagation around primitives rather than pixels. Using conservative perspective-correct screen-space bounds, we build a compact intermediate buffer and a tile-primitive mapping that allows each thread to accumulate the contribution of one primitive over its covered pixels within a tile. This transforms gradient computation from a contention-heavy scatter operation into a structured gather-like process. On Mip-NeRF 360, 3DGART achieves an $\approx 3-3.5\times$ raw training speedup over per-pixel baseline and $\approx4 \times$ over 3DGRT on Mip-NeRF 360 while improving quality. More importantly, 3DGART makes fully ray-traced Gaussian training practical, reaching runtimes competitive with rasterisation-based pipelines while preserving benefits of ray tracing.

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