[HN Gopher] 3D Gaussian Ray Tracing: Fast Tracing of Particle Sc...
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3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes
Author : smusamashah
Score : 77 points
Date : 2024-07-10 11:30 UTC (3 days ago)
(HTM) web link (gaussiantracer.github.io)
(TXT) w3m dump (gaussiantracer.github.io)
| billconan wrote:
| can this relight the existing scene?
| vessenes wrote:
| I don't think this offers anything new on relighting -- this is
| literally just adding the ability to sample a splat during a
| raytracing render step; nothing about changing a splat's color
| / illuminance / whatever. That said, you could turn on, say,
| reflections for parts of a splat scene subject to whatever
| rules you wanted.
|
| Maybe you could get relighting here of a sort, by computing
| some sort of normal to each individual splat as you hit it, and
| checking light values. That said, the splats don't (as far as I
| know) approximate geometry, so normals on them may not be
| (won't be?) what you'd expect from actual geometry.
|
| I'd say this would be worth a try, it might turn out to work
| okay, and would be nearly free in the rendering pipeline they
| describe.
| vessenes wrote:
| This looks pretty interesting, for a few reasons: it can fit into
| existing ray tracing rendering pipelines, and you get most of the
| ray tracing benefits (reflection, shadows from geometry,
| refraction, depth of field, camera geometry) along with it. These
| are both pretty big.
|
| Render quality is high / equivalent to MipNeRF (or however it's
| capitalized). PSNR is equivalent or better, and the rendered
| output can be denoised with, say OptiX.
|
| Some downsides/caveats -- it works best if you retrain a little,
| so you won't get the best quality if you're pulling over mipnerf
| trained Gaussians, it's slower to render than a straight
| rasterizer, like 50% slower, and of course these splats still
| don't have geometry to them, as is much discussed elsewhere.
|
| They spent a lot of work optimizing doing this for Nvidia's RTX
| series, and the raytracing task is a little different than the
| typical one, which is to say it's rare in 'normal' raytracing
| that you're adding up the colors of 100s of transmissive, semi-
| transparent colors/radiances to get a single pixel; usually the
| bulk of the color from a raytraced scene comes from a smaller
| number of rays. If this method becomes popular, then NVIDIA could
| no doubt optimize the raytracing architectures further in the
| future and you'd get back some of that speed.
|
| All this to say, I hope this gets rolled into existing engines,
| it's practical engineering that would add a lot of options to
| workflows, and pretty neat!
| echelon wrote:
| "Anonymous authors"?
| robinhouston wrote:
| I'm intrigued by the anonymity of the author(s). I'm sure they
| have reasons for wanting to remain anonymous, but I can't imagine
| what they might be.
| w-m wrote:
| You can find their names here: https://arxiv.org/abs/2407.07090
|
| The anonymity on the web page may be due to requirements of the
| venue where the paper is currently under review. Sometimes
| there are rules against advertising preprints under review. Or
| maybe they have a link to the web page in the submission and
| want to keep it double blind this way.
| robinhouston wrote:
| Ah, thank you! That makes sense.
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