Transforming a Non-Differentiable Rasterizer into a Differentiable One with Stochastic Gradient Estimation
Thomas Deliot, Eric Heitz, Laurent Belcour
TL;DR
The paper tackles making rasterization differentiable to enable gradient-based in-engine optimization of complex 3D assets. It introduces a per-pixel stochastic gradient estimation method that computes two perturbed rasterizations and accumulates gradients only for pixels and primitives that influence each parameter, using two compute shaders (P and G) and ID/UV buffers to track contributions. The approach is dependency-free, cross-platform, and scalable to upwards of 1 million parameters, achieving competitive qualitative performance with state-of-the-art differentiable rasterizers like nvDiffRast while maintaining an in-engine workflow. Empirical results validate the per-pixel formulation, demonstrate broad applicability (meshes, textures, volumes, subdivision surfaces, Gaussian splats), and provide a detailed performance breakdown illustrating practical step timings. Overall, the method lowers barriers to differentiable rendering in game engines and similar pipelines by delivering an accessible, in-engine optimizer for large-scale asset parameter optimization.
Abstract
We show how to transform a non-differentiable rasterizer into a differentiable one with minimal engineering efforts and no external dependencies (no Pytorch/Tensorflow). We rely on Stochastic Gradient Estimation, a technique that consists of rasterizing after randomly perturbing the scene's parameters such that their gradient can be stochastically estimated and descended. This method is simple and robust but does not scale in dimensionality (number of scene parameters). Our insight is that the number of parameters contributing to a given rasterized pixel is bounded. Estimating and averaging gradients on a per-pixel basis hence bounds the dimensionality of the underlying optimization problem and makes the method scalable. Furthermore, it is simple to track per-pixel contributing parameters by rasterizing ID- and UV-buffers, which are trivial additions to a rasterization engine if not already available. With these minor modifications, we obtain an in-engine optimizer for 3D assets with millions of geometry and texture parameters.
