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

arXiv: https://arxiv.org/abs/2608.17298 · HTML: https://mlsanity.com/paper/2608.17298/

## 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.

## Builds on (most cited first, 12 of 12)

- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering](https://mlsanity.com/paper/2408.07967/) (2024)
- [3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting](https://mlsanity.com/paper/2412.12507/) (2024)
- [EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis](https://mlsanity.com/paper/2410.01804/) (2024)
- [Deformable Beta Splatting](https://mlsanity.com/paper/2501.18630/) (2025)
- [Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparency](https://mlsanity.com/paper/2410.08129/) (2024)
- [Faster-GS: Analyzing and Improving Gaussian Splatting Optimization](https://mlsanity.com/paper/2602.09999/) (2026)
- [GRay: Ray Tracing 3D Gaussians Near the Speed of Splats](https://mlsanity.com/paper/2606.30869/) (2026)
- [GRTX: Efficient Ray Tracing for 3D Gaussian-Based Rendering](https://mlsanity.com/paper/2601.20429/) (2026)

## 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.
