# 3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting

arXiv: https://arxiv.org/abs/2412.12507 · HTML: https://mlsanity.com/paper/2412.12507/

## Key facts

- Cited by 88 papers in the map (data through 14 Oct 2026).
- Builds on 44 of its 58 references that are in the map.
- First posted on arXiv 17 Dec 2024.

## Builds on (most cited first, 30 of 44)

- [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)
- [Scalability in Perception for Autonomous Driving: Waymo Open Dataset](https://mlsanity.com/paper/1912.04838/) (2019)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Efficient Geometry-aware 3D Generative Adversarial Networks](https://mlsanity.com/paper/2112.07945/) (2021)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [ScanNet++: A High-Fidelity Dataset of 3D Indoor Scenes](https://mlsanity.com/paper/2308.11417/) (2023)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [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)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [Free View Synthesis](https://mlsanity.com/paper/2008.05511/) (2020)
- [BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis](https://mlsanity.com/paper/2302.14859/) (2023)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [3D Gaussian Splatting as Markov Chain Monte Carlo](https://mlsanity.com/paper/2404.09591/) (2024)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians](https://mlsanity.com/paper/2404.01133/) (2024)
- [Point-Based Neural Rendering with Per-View Optimization](https://mlsanity.com/paper/2109.02369/) (2021)
- [OmniRe: Omni Urban Scene Reconstruction](https://mlsanity.com/paper/2408.16760/) (2024)
- [3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes](https://mlsanity.com/paper/2407.07090/) (2024)

## Built on by (most cited first, 30 of 88)

- [Alpamayo-R1: Bridging Reasoning and Action Prediction for Generalizable Autonomous Driving in the Long Tail](https://mlsanity.com/paper/2511.00088/) (2025)
- [Cosmos-Drive-Dreams: Scalable Synthetic Driving Data Generation with World Foundation Models](https://mlsanity.com/paper/2506.09042/) (2025)
- [GigaWorld-0: World Models as Data Engine to Empower Embodied AI](https://mlsanity.com/paper/2511.19861/) (2025)
- [Lyra: Generative 3D Scene Reconstruction via Video Diffusion Model Self-Distillation](https://mlsanity.com/paper/2509.19296/) (2025)
- [MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction](https://mlsanity.com/paper/2506.24096/) (2025)
- [LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering](https://mlsanity.com/paper/2505.23158/) (2025)
- [RoboLab: A High-Fidelity Simulation Benchmark for Analysis of Task Generalist Policies](https://mlsanity.com/paper/2604.09860/) (2026)
- [GeoSVR: Taming Sparse Voxels for Geometrically Accurate Surface Reconstruction](https://mlsanity.com/paper/2509.18090/) (2025)
- [Towards Physically Executable 3D Gaussian for Embodied Navigation](https://mlsanity.com/paper/2510.21307/) (2025)
- [Faster-GS: Analyzing and Improving Gaussian Splatting Optimization](https://mlsanity.com/paper/2602.09999/) (2026)
- [TokenGS: Decoupling 3D Gaussian Prediction from Pixels with Learnable Tokens](https://mlsanity.com/paper/2604.15239/) (2026)
- [TSGS: Improving Gaussian Splatting for Transparent Surface Reconstruction via Normal and De-lighting Priors](https://mlsanity.com/paper/2504.12799/) (2025)
- [AAA-Gaussians: Anti-Aliased and Artifact-Free 3D Gaussian Rendering](https://mlsanity.com/paper/2504.12811/) (2025)
- [DiffusionHarmonizer: Bridging Neural Reconstruction and Photorealistic Simulation with Online Diffusion Enhancer](https://mlsanity.com/paper/2602.24096/) (2026)
- [TexGS-VolVis: Expressive Scene Editing for Volume Visualization via Textured Gaussian Splatting](https://mlsanity.com/paper/2507.13586/) (2025)
- [Qwen-Drive-1.0: An Initial Step towards a Vision-Language Foundation Model for Autonomous Driving](https://mlsanity.com/paper/2609.00111/) (2026)
- [3DGEER: 3D Gaussian Rendering Made Exact and Efficient for Generic Cameras](https://mlsanity.com/paper/2505.24053/) (2025)
- [Scaling Up Occupancy-centric Driving Scene Generation: Dataset and Method](https://mlsanity.com/paper/2510.22973/) (2025)
- [FIORD: A Fisheye Indoor-Outdoor Dataset with LIDAR Ground Truth for 3D Scene Reconstruction and Benchmarking](https://mlsanity.com/paper/2504.01732/) (2025)
- [ParkGaussian: Surround-view 3D Gaussian Splatting for Autonomous Parking](https://mlsanity.com/paper/2601.01386/) (2026)
- [PPISP: Physically-Plausible Compensation and Control of Photometric Variations in Radiance Field Reconstruction](https://mlsanity.com/paper/2601.18336/) (2026)
- [RoaD: Rollouts as Demonstrations for Closed-Loop Supervised Fine-Tuning of Autonomous Driving Policies](https://mlsanity.com/paper/2512.01993/) (2025)
- [GSCache: Real-Time Radiance Caching for Volume Path Tracing using 3D Gaussian Splatting](https://mlsanity.com/paper/2507.19718/) (2025)
- [Xiaomi Auto World Model: A Joint World Model Integrating Reconstruction and Generation for Autonomous Driving](https://mlsanity.com/paper/2605.18137/) (2026)
- [Differentiable Light Transport with Gaussian Surfels via Adapted Radiosity for Efficient Relighting and Geometry Reconstruction](https://mlsanity.com/paper/2509.18497/) (2025)
- [Universal Beta Splatting](https://mlsanity.com/paper/2510.03312/) (2025)
- [SimULi: Real-Time LiDAR and Camera Simulation with Unscented Transforms](https://mlsanity.com/paper/2510.12901/) (2025)
- [Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstruction](https://mlsanity.com/paper/2604.01204/) (2026)
- [SaLF: Sparse Local Fields for Multi-Sensor Rendering in Real-Time](https://mlsanity.com/paper/2507.18713/) (2025)
- [Wanderland: Geometrically Grounded Simulation for Open-World Embodied AI](https://mlsanity.com/paper/2511.20620/) (2025)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) enables efficient reconstruction and high-fidelity real-time rendering of complex scenes on consumer hardware. However, due to its rasterization-based formulation, 3DGS is constrained to ideal pinhole cameras and lacks support for secondary lighting effects. Recent methods address these limitations by tracing the particles instead, but, this comes at the cost of significantly slower rendering. In this work, we propose 3D Gaussian Unscented Transform (3DGUT), replacing the EWA splatting formulation with the Unscented Transform that approximates the particles through sigma points, which can be projected exactly under any nonlinear projection function. This modification enables trivial support of distorted cameras with time dependent effects such as rolling shutter, while retaining the efficiency of rasterization. Additionally, we align our rendering formulation with that of tracing-based methods, enabling secondary ray tracing required to represent phenomena such as reflections and refraction within the same 3D representation. The source code is available at: https://github.com/nv-tlabs/3dgrut.
