July 11th, 2024

3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes

The research paper presents a new method for rendering particle scenes using GPU ray tracing and bounding volume hierarchies. It offers efficient handling of semi-transparent particles, showcasing applications in computer graphics and vision.

Read original articleLink Icon
3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes

The research paper titled "3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes" introduces a novel approach to rendering particle-based radiance fields using ray tracing instead of rasterization. By leveraging GPU ray tracing hardware and bounding volume hierarchies, the method efficiently handles semi-transparent particles for various computer graphics applications. The technique includes specialized rendering algorithms for fast ray-triangle intersections and depth-ordered shading. The study demonstrates the speed and accuracy of the approach, showcasing applications in computer graphics and vision, including novel view synthesis and handling complex camera models. By supporting distorted cameras and time-dependent effects like rolling shutter distortions, the method offers high reconstruction quality for real-world scenes in autonomous vehicles and robotics. The comparison with traditional methods like 3D Gaussian Splatting shows promising results in terms of quality and efficiency, making the proposed technique a valuable contribution to advanced rendering techniques in computer graphics and vision research.

Related

Eight million pixels and counting: improving texture atlas allocation in Firefox (2021)

Eight million pixels and counting: improving texture atlas allocation in Firefox (2021)

Improving texture atlas allocation in WebRender with the guillotiere crate reduces texture memory usage. The guillotine algorithm was replaced due to fragmentation issues, leading to a more efficient allocator. Visualizing the atlas in SVG aids debugging. Rust's simplicity and Cargo fuzz testing are praised for code development and robustness. Enhancements in draw call batching and texture upload aim to boost performance on low-end Intel GPUs by optimizing texture atlases.

Mip-Splatting: Alias-Free 3D Gaussian Splatting

Mip-Splatting: Alias-Free 3D Gaussian Splatting

The paper introduces Mip-Splatting, enhancing 3D Gaussian Splatting by addressing artifacts with a 3D smoothing filter and a 2D Mip filter, achieving alias-free renderings and improved image fidelity in 3D rendering applications.

Homegrown Rendering with Rust

Homegrown Rendering with Rust

Embark Studios develops a creative platform for user-generated content, emphasizing gameplay over graphics. They leverage Rust for 3D rendering, introducing the experimental "kajiya" renderer for learning purposes. The team aims to simplify rendering for user-generated content, utilizing Vulkan API and Rust's versatility for GPU programming. They seek to enhance Rust's ecosystem for GPU programming.

GPU-Friendly Stroke Expansion

GPU-Friendly Stroke Expansion

The paper introduces a GPU-friendly technique for stroke expansion in vector graphics, optimizing GPU rendering with parallel algorithms and minimal preprocessing. It addresses efficient rendering of stroked paths, enhancing performance in vector graphics.

A quick introduction to DirectX workgraphs

A quick introduction to DirectX workgraphs

Workgraphs in DirectX12, supported by NVidia and AMD, enable GPU independence from the CPU. They process data through nodes acting as shaders, enhancing graphics programming with efficient data handling and node interactions.

Link Icon 1 comments
By @cchance - 3 months
Wow