# Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds

arXiv: https://arxiv.org/abs/2608.17682 · HTML: https://mlsanity.com/paper/2608.17682/

## 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 (most cited first, 15 of 15)

- [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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes](https://mlsanity.com/paper/2407.07090/) (2024)
- [3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting](https://mlsanity.com/paper/2412.12507/) (2024)
- [SplatAD: Real-Time Lidar and Camera Rendering with 3D Gaussian Splatting for Autonomous Driving](https://mlsanity.com/paper/2411.16816/) (2024)
- [RoMa v2: Harder Better Faster Denser Feature Matching](https://mlsanity.com/paper/2511.15706/) (2025)
- [Triangle Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2505.19175/) (2025)
- [Fisheye-GS: Lightweight and Extensible Gaussian Splatting Module for Fisheye Cameras](https://mlsanity.com/paper/2409.04751/) (2024)
- [LinPrim: Linear Primitives for Differentiable Volumetric Rendering](https://mlsanity.com/paper/2501.16312/) (2025)
- [DOF-GS:Adjustable Depth-of-Field 3D Gaussian Splatting for Post-Capture Refocusing, Defocus Rendering and Blur Removal](https://mlsanity.com/paper/2405.17351/) (2024)
- [Power Foam: Unifying Real-Time Differentiable Ray Tracing and Rasterization](https://mlsanity.com/paper/2604.24994/) (2026)
- [Scalable GPU Construction of 3D Voronoi and Power Diagrams](https://mlsanity.com/paper/2605.06408/) (2026)

## 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
