# RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View Synthesis

arXiv: https://arxiv.org/abs/2408.03356 · HTML: https://mlsanity.com/paper/2408.03356/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 19 of its 34 references that are in the map.
- First posted on arXiv 6 Aug 2024.

## Builds on (most cited first, 19 of 19)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Depth-supervised NeRF: Fewer Views and Faster Training for Free](https://mlsanity.com/paper/2107.02791/) (2021)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [A Survey on 3D Gaussian Splatting](https://mlsanity.com/paper/2401.03890/) (2024)
- [StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering](https://mlsanity.com/paper/2402.00525/) (2024)
- [Differentiable Point-Based Radiance Fields for Efficient View Synthesis](https://mlsanity.com/paper/2205.14330/) (2022)
- [NeuRBF: A Neural Fields Representation with Adaptive Radial Basis Functions](https://mlsanity.com/paper/2309.15426/) (2023)
- [Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra](https://mlsanity.com/paper/2304.09987/) (2023)
- [Perceptual Quality Assessment of NeRF and Neural View Synthesis Methods for Front-Facing Views](https://mlsanity.com/paper/2303.15206/) (2023)
- [PointNeRF++: A multi-scale, point-based Neural Radiance Field](https://mlsanity.com/paper/2312.02362/) (2023)
- [MixLight: Borrowing the Best of both Spherical Harmonics and Gaussian Models](https://mlsanity.com/paper/2404.12768/) (2024)

## Built on by (most cited first, 11 of 11)

- [EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis](https://mlsanity.com/paper/2410.01804/) (2024)
- [7DGS: Unified Spatial-Temporal-Angular Gaussian Splatting](https://mlsanity.com/paper/2503.07946/) (2025)
- [Faster-GS: Analyzing and Improving Gaussian Splatting Optimization](https://mlsanity.com/paper/2602.09999/) (2026)
- [6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering](https://mlsanity.com/paper/2410.04974/) (2024)
- [3D Gaussian Inverse Rendering with Approximated Global Illumination](https://mlsanity.com/paper/2504.01358/) (2025)
- [From Blobs to Spokes: High-Fidelity Surface Reconstruction via Oriented Gaussians](https://mlsanity.com/paper/2604.07337/) (2026)
- [Moment-Based 3D Gaussian Splatting: Resolving Volumetric Occlusion with Order-Independent Transmittance](https://mlsanity.com/paper/2512.11800/) (2025)
- [RayGaussX: Accelerating Gaussian-Based Ray Marching for Real-Time and High-Quality Novel View Synthesis](https://mlsanity.com/paper/2509.07782/) (2025)
- [GRTX: Efficient Ray Tracing for 3D Gaussian-Based Rendering](https://mlsanity.com/paper/2601.20429/) (2026)
- [Pose-Free Omnidirectional Gaussian Splatting for 360-Degree Videos with Consistent Depth Priors](https://mlsanity.com/paper/2603.23324/) (2026)
- [Compact Neural Appearance Models for Efficient Gaussian Splatting](https://mlsanity.com/paper/2609.05255/) (2026)

## Abstract (arXiv)

Differentiable volumetric rendering-based methods made significant progress in novel view synthesis. On one hand, innovative methods have replaced the Neural Radiance Fields (NeRF) network with locally parameterized structures, enabling high-quality renderings in a reasonable time. On the other hand, approaches have used differentiable splatting instead of NeRF's ray casting to optimize radiance fields rapidly using Gaussian kernels, allowing for fine adaptation to the scene. However, differentiable ray casting of irregularly spaced kernels has been scarcely explored, while splatting, despite enabling fast rendering times, is susceptible to clearly visible artifacts. Our work closes this gap by providing a physically consistent formulation of the emitted radiance c and density σ, decomposed with Gaussian functions associated with Spherical Gaussians/Harmonics for all-frequency colorimetric representation. We also introduce a method enabling differentiable ray casting of irregularly distributed Gaussians using an algorithm that integrates radiance fields slab by slab and leverages a BVH structure. This allows our approach to finely adapt to the scene while avoiding splatting artifacts. As a result, we achieve superior rendering quality compared to the state-of-the-art while maintaining reasonable training times and achieving inference speeds of 25 FPS on the Blender dataset. Project page with videos and code: https://raygauss.github.io/
