3D Gaussian Accelerated Ray Tracing: Fast training through particle-based backward propagation
- URL: http://arxiv.org/abs/2608.17298v1
- Date: Tue, 18 Aug 2026 02:50:46 GMT
- Title: 3D Gaussian Accelerated Ray Tracing: Fast training through particle-based backward propagation
- Abstract summary: We present 3DGART, a practical training framework for ray-traced Gaussian rendering.<n>Our key idea is to reorganise backward propagation around primitives rather than pixels.<n>On Mip-NeRF 360, 3DGART achieves an $approx 3-3.5times$ raw training speedup over per-pixel baseline.
- Score: 0.00270839927451854
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: 3D Gaussian Splatting has made Gaussian primitives a highly efficient representation for real-time novel view synthesis, but its rasterisation-based formulation relies on screen-space approximations that limit accurate view-dependent ordering and the integration of secondary ray effects such as reflections, refractions, and shadows. Gaussian ray tracing addresses these limitations by evaluating explicit ray-primitive intersections, yet it remains costly to train. We observe that the main bottleneck is not ray traversal alone, but the pixel-centric backward propagation, where many threads concurrently accumulate gradients into the same primitive parameters, causing severe atomic contention and thread serialisation. We present 3DGART, a practical training framework for ray-traced Gaussian rendering. Our key idea is to reorganise backward propagation around primitives rather than pixels. Using conservative perspective-correct screen-space bounds, we build a compact intermediate buffer and a tile-primitive mapping that allows each thread to accumulate the contribution of one primitive over its covered pixels within a tile. This transforms gradient computation from a contention-heavy scatter operation into a structured gather-like process. On Mip-NeRF 360, 3DGART achieves an $\approx 3-3.5\times$ raw training speedup over per-pixel baseline and $\approx4 \times$ over 3DGRT on Mip-NeRF 360 while improving quality. More importantly, 3DGART makes fully ray-traced Gaussian training practical, reaching runtimes competitive with rasterisation-based pipelines while preserving benefits of ray tracing.
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