Introduces ray-traced Gaussian shadow casting via exact opacity line integrals for 3DGS avatars, plus a proxy for temporal stability, achieving ~50 FPS with improved realism.
arXiv preprint arXiv:2501.19196 , year=
6 Pith papers cite this work. Polarity classification is still indexing.
years
2026 6verdicts
UNVERDICTED 6representative citing papers
A 52 MB neural Directed Distance Function is distilled from 3DGS to deliver constant-time ray distance and hit queries independent of the number of Gaussians.
AmbiSuR adds intrinsic photometric disambiguation and a self-indication module to Gaussian Splatting to resolve ambiguities and improve surface reconstruction accuracy.
A relightable Gaussian Splatting method for virtual production decomposes scenes into fixed appearance and variable lighting by parameterizing primitives to directly sample high-resolution background textures, enabling controllable relighting without physically-based rendering or far-field maps.
GRay is a ray tracer for 3D Gaussians that exploits dense small primitives for logarithmic scaling, rendering nearly 4x faster and optimizing nearly 10x faster than prior ray tracing while remaining competitive with splatting at somewhat lower quality.
Proof-of-concept for editable physically-based reflections in raytraced 3D Gaussian radiance fields via diffuse/specular buffer separation, path tracing, and specialized training.
citing papers explorer
-
Directed Distance Fields for Constant-Time Ray Queries on Gaussian Splatting
A 52 MB neural Directed Distance Function is distilled from 3DGS to deliver constant-time ray distance and hit queries independent of the number of Gaussians.
-
GRay: Ray Tracing 3D Gaussians Near the Speed of Splats
GRay is a ray tracer for 3D Gaussians that exploits dense small primitives for logarithmic scaling, rendering nearly 4x faster and optimizing nearly 10x faster than prior ray tracing while remaining competitive with splatting at somewhat lower quality.
-
Editable Physically-based Reflections in Raytraced Gaussian Radiance Fields
Proof-of-concept for editable physically-based reflections in raytraced 3D Gaussian radiance fields via diffuse/specular buffer separation, path tracing, and specialized training.