원문 초록
Ray Tracing enables rendering capabilities that are difficult to achieve with rasterization-based approaches such as 3D Gaussian Splatting (3DGS). However, the training cost of Gaussian-based ray tracing (GRT) is much higher than that of 3DGS. In this paper, we study how ray tracing using Gaussians executes on GPUs and show that a considerable fraction of the training cost arises from how the computation is organized. We develop FastGRT, which decouples ray traversal from blending and reuses work done in the forward pass for the backward pass. FastGRT further incorporates optimizations such as fast gradient accumulation and a hybrid BVH update strategy to tackle other major bottlenecks in the training pipeline. We implement FastGRT in Vulkan. To the best of our knowledge, it is the first Vulkan-based GRT implementation that supports both training and rendering. Compared to 3DGRT, FastGRT improves training time by 1.9$\times$ to 4.97$\times$, while preserving the original rendering formulation. Our code is open source.
제출 이력
확인된 버전만 표시합니다. 전체 제출 이력은 arXiv 원문에서 확인하세요.
- arXiv:2611.11586v1제출 시각 미확인
함께 살펴볼 논문
공통 태그를 근거로 연결했습니다. 실제 인용 관계나 논문의 우수성을 뜻하지 않습니다.
공통 태그로 연결된 공개 논문이 아직 없습니다.
토론
이 논문과 연결된 포럼 글이 아직 없습니다.