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REdiSplats: Ray Tracing for Editable Gaussian Splatting

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arxiv 2503.12284 v1 pith:KH2GEAUL submitted 2025-03-15 cs.CV

REdiSplats: Ray Tracing for Editable Gaussian Splatting

classification cs.CV
keywords gaussianmeshlightredisplatstracingadjustmentsconditionsexisting
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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Gaussian Splatting (GS) has become one of the most important neural rendering algorithms. GS represents 3D scenes using Gaussian components with trainable color and opacity. This representation achieves high-quality renderings with fast inference. Regrettably, it is challenging to integrate such a solution with varying light conditions, including shadows and light reflections, manual adjustments, and a physical engine. Recently, a few approaches have appeared that incorporate ray-tracing or mesh primitives into GS to address some of these caveats. However, no such solution can simultaneously solve all the existing limitations of the classical GS. Consequently, we introduce REdiSplats, which employs ray tracing and a mesh-based representation of flat 3D Gaussians. In practice, we model the scene using flat Gaussian distributions parameterized by the mesh. We can leverage fast ray tracing and control Gaussian modification by adjusting the mesh vertices. Moreover, REdiSplats allows modeling of light conditions, manual adjustments, and physical simulation. Furthermore, we can render our models using 3D tools such as Blender or Nvdiffrast, which opens the possibility of integrating them with all existing 3D graphics techniques dedicated to mesh representations.

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. Editable Physically-based Reflections in Raytraced Gaussian Radiance Fields

    cs.GR 2026-06 unverdicted novelty 6.0

    Proof-of-concept for editable physically-based reflections in raytraced 3D Gaussian radiance fields via diffuse/specular buffer separation, path tracing, and specialized training.