Stochastic ray tracing of 3D transparent Gaussians
Abstract
3D Gaussian splatting has recently been widely adopted as a 3D representation for novel-view synthesis, relighting, and text-to-3D generation tasks, offering realistic and detailed results through a collection of explicit 3D Gaussians carrying opacities and view-dependent colors. However, efficient rendering of many transparent primitives remains a significant challenge. Existing approaches either rasterize the 3D Gaussians with approximate sorting per view or rely on high-end RTX GPUs to exhaustively process all ray-Gaussian intersections (bounding Gaussians by meshes). This paper proposes a stochastic ray tracing method to render 3D clouds of transparent primitives. Instead of processing all ray-Gaussian intersections in sequential order, each ray traverses the acceleration structure only once, randomly accepting and shading a single intersection (or N intersections, using a simple extension). This approach minimizes shading time and avoids sorting the Gaussians along the ray while minimizing the register usage and maximizing parallelism even on low-end GPUs. The cost of rays through the Gaussian asset is comparable to that of standard mesh-intersection rays. While our method introduces noise, the shading is unbiased, and the variance is slight, as stochastic acceptance is importance-sampled based on accumulated opacity. The alignment with the Monte Carlo philosophy simplifies implementation and easily integrates our method into a conventional path-tracing framework.
Downloads and links
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BibTeX reference
@misc{Sun:2025:GaussianRayTracing, title={Stochastic Ray Tracing of 3D Transparent Gaussians}, author={Xin Sun and Iliyan Georgiev and Yun Fei and Miloš Hašan}, year={2025}, eprint={2504.06598}, archivePrefix={arXiv}, primaryClass={cs.GR}, url={https://arxiv.org/abs/2504.06598} }