Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
Not on the map. Why?
Abstract (arXiv)
Real-time novel view synthesis is dominated by rasterized explicit primitives. These projection-based pipelines provide high throughput but require specialized extensions for non-pinhole effects such as distortion, rolling shutter, and depth of field. Ray-based rendering expresses these effects naturally but is generally assumed too slow for competitive real-time rendering. We analyze the factors governing throughput in differentiable Voronoi ray tracing and identify traversal length, per-cell work, and memory locality as principal determinants. Guided by this, we introduce VoroTracing, which co-designs the scene representation, optimization, and GPU execution to reduce these costs. Compact octahedral appearance textures reduce memory traffic, while surface-concentrated opacity promotes early termination. The fixed-budget representation is optimized without pruning or densification and rendered with a GPU implementation designed for coherent traversal. On Mip-NeRF 360, VoroTracing renders at 623 FPS on an RTX 5090, providing 3.2× the throughput of the fastest prior ray-based method and 2.8× that of 3D Gaussian Splatting, while maintaining competitive reconstruction quality. Our renderer supports fisheye, rolling-shutter, motion-blur, and depth-of-field effects through ray generation and sampling, requiring no specialized rasterization. These results show that real-time throughput can be achieved with the flexibility of ray-based rendering. We release our source code, see https://research.zenseact.com/publications/vorotracing
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 15 of its 35 references that are in the map. First posted on arXiv 18 Aug 2026.
Builds on
15 of 35 references.
References · 15
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,723
- 2021Plenoxels: Radiance Fields without Neural Networkscited by 1,613
- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,076
- 2021PlenOctrees for Real-time Rendering of Neural Radiance Fieldscited by 905
- 20243D Gaussian Ray Tracing: Fast Tracing of Particle Scenescited by 139
- 20243DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splattingcited by 88
- 2024SplatAD: Real-Time Lidar and Camera Rendering with 3D Gaussian Splatting for Autonomous Drivingcited by 69
- 2025RoMa v2: Harder Better Faster Denser Feature Matchingcited by 51
- 2025Triangle Splatting for Real-Time Radiance Field Renderingcited by 50
- 2024Fisheye-GS: Lightweight and Extensible Gaussian Splatting Module for Fisheye Camerascited by 24
- 2025LinPrim: Linear Primitives for Differentiable Volumetric Renderingcited by 21
Built on by
Not cited yet.