RaySplats: Ray Tracing based Gaussian Splatting
Krzysztof Byrski, Marcin Mazur, Jacek Tabor, Tadeusz Dziarmaga, Marcin Kądziołka, Dawid Baran, Przemysław Spurek
TL;DR
RaySplats addresses the lighting limitations of 3D Gaussian Splatting by introducing a differentiable ray-tracing based framework that operates directly on Gaussian ellipsoids represented as $\mathcal{N}(\mathbf{m}_i,\Sigma_i)$. It computes ray-ellipse intersections via a Mahalanobis-distance formulation and aggregates color along rays with a forward/backward pass that stores intersected Gaussians for efficient gradients, enabling light, shadows, and reflections and seamless mesh integration. The method uses a RGB loss $\mathcal{L} = (1-\lambda) \mathcal{L}_2 + \lambda \mathcal{L}_{D-SSIM}$ and demonstrates competitive quantitative results while providing qualitatively improved lighting and material effects on standard datasets. Across Mip-NeRF360, Tanks and Temples, and Deep Blending, RaySplats achieves high-fidelity reconstructions and supports complex scenes with glass, shadows, and reflections, illustrating a practical path toward photorealistic, mesh-supported Gaussian rendering. Overall, RaySplats expands the applicability of Gaussian Splatting to realistic lighting scenarios with efficient, differentiable ray tracing.
Abstract
3D Gaussian Splatting (3DGS) is a process that enables the direct creation of 3D objects from 2D images. This representation offers numerous advantages, including rapid training and rendering. However, a significant limitation of 3DGS is the challenge of incorporating light and shadow reflections, primarily due to the utilization of rasterization rather than ray tracing for rendering. This paper introduces RaySplats, a model that employs ray-tracing based Gaussian Splatting. Rather than utilizing the projection of Gaussians, our method employs a ray-tracing mechanism, operating directly on Gaussian primitives represented by confidence ellipses with RGB colors. In practice, we compute the intersection between ellipses and rays to construct ray-tracing algorithms, facilitating the incorporation of meshes with Gaussian Splatting models and the addition of lights, shadows, and other related effects.
