3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting
Qi Wu, Janick Martinez Esturo, Ashkan Mirzaei, Nicolas Moenne-Loccoz, Zan Gojcic
TL;DR
This work introduces 3DGUT, a rasterization-friendly framework that replaces the EWA-based projection in 3D Gaussian Splatting with the Unscented Transform. By using sigma points, 3DGUT can project Gaussian particles under arbitrary camera models, including rolling shutter, without Jacobian derivations, and it aligns the rendering with ray tracing to support secondary rays. It maintains real-time rendering speeds while providing enhanced fidelity for distorted cameras and time-varying projections, demonstrated across standard benchmarks and autonomous-driving datasets. The approach enables hybrid splatting-tracing workflows, enabling reflections, refractions, and complex lighting within a unified 3D Gaussian representation. Overall, 3DGUT broadens applicability of Gaussian particle scenes to practical, distortion-prone imaging scenarios with minimal loss in efficiency.
Abstract
3D Gaussian Splatting (3DGS) enables efficient reconstruction and high-fidelity real-time rendering of complex scenes on consumer hardware. However, due to its rasterization-based formulation, 3DGS is constrained to ideal pinhole cameras and lacks support for secondary lighting effects. Recent methods address these limitations by tracing the particles instead, but, this comes at the cost of significantly slower rendering. In this work, we propose 3D Gaussian Unscented Transform (3DGUT), replacing the EWA splatting formulation with the Unscented Transform that approximates the particles through sigma points, which can be projected exactly under any nonlinear projection function. This modification enables trivial support of distorted cameras with time dependent effects such as rolling shutter, while retaining the efficiency of rasterization. Additionally, we align our rendering formulation with that of tracing-based methods, enabling secondary ray tracing required to represent phenomena such as reflections and refraction within the same 3D representation. The source code is available at: https://github.com/nv-tlabs/3dgrut.
