Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
- URL: http://arxiv.org/abs/2608.17682v1
- Date: Tue, 18 Aug 2026 11:55:58 GMT
- Title: Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
- Abstract summary: Real-time novel view synthesis is dominated by explicit primitives.<n>These primitives require specialized extensions for non-pinhole effects such as distortion, rolling shutter, and depth of field.<n>Ray-based rendering expresses these effects naturally but is generally assumed too slow for competitive real-time rendering.<n>We introduce VoroTracing, which co-designs the scene representation, optimization, and GPU execution to reduce these costs.
- Score: 14.722946445988262
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: Real-time novel view synthesis is dominated by rasterized explicit primitives. These projection-based pipelines provide high throughput but require specialized extensions for non-pinhole effects such as distortion, rolling shutter, and depth of field. Ray-based rendering expresses these effects naturally but is generally assumed too slow for competitive real-time rendering. We analyze the factors governing throughput in differentiable Voronoi ray tracing and identify traversal length, per-cell work, and memory locality as principal determinants. Guided by this, we introduce VoroTracing, which co-designs the scene representation, optimization, and GPU execution to reduce these costs. Compact octahedral appearance textures reduce memory traffic, while surface-concentrated opacity promotes early termination. The fixed-budget representation is optimized without pruning or densification and rendered with a GPU implementation designed for coherent traversal. On Mip-NeRF 360, VoroTracing renders at 623 FPS on an RTX 5090, providing $3.2\times$ the throughput of the fastest prior ray-based method and $2.8\times$ that of 3D Gaussian Splatting, while maintaining competitive reconstruction quality. Our renderer supports fisheye, rolling-shutter, motion-blur, and depth-of-field effects through ray generation and sampling, requiring no specialized rasterization. These results show that real-time throughput can be achieved with the flexibility of ray-based rendering. We release our source code, see https://research.zenseact.com/publications/vorotracing
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