3D Gaussian Accelerated Ray Tracing: Fast training through particle-based backward propagation
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Abstract (arXiv)
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 ≈ 3-3.5× raw training speedup over per-pixel baseline and ≈4 × 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.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 12 of its 23 references that are in the map. First posted on arXiv 18 Aug 2026.
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12 of 23 references.
References · 12
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,723
- 2021Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fieldscited by 1,964
- 2023Mip-Splatting: Alias-free 3D Gaussian Splattingcited by 667
- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 204
- 2024FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Renderingcited by 88
- 20243DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splattingcited by 88
- 2024EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesiscited by 48
- 2025Deformable Beta Splattingcited by 38
- 2024Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparencycited by 35
- 2026Faster-GS: Analyzing and Improving Gaussian Splatting Optimizationcited by 17
- 2026GRay: Ray Tracing 3D Gaussians Near the Speed of Splatscited by 2
- 2026GRTX: Efficient Ray Tracing for 3D Gaussian-Based Renderingcited by 1
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