UTrice: Unifying Primitives in Differentiable Ray Tracing and Rasterization via Triangles for Particle-Based 3D Scenes
Changhe Liu, Ehsan Javanmardi, Naren Bao, Alex Orsholits, Manabu Tsukada
TL;DR
UTrice introduces a triangle-based differentiable ray tracing framework for particle-based 3D scenes, addressing proxy-geometry overhead by treating triangles as unified primitives for both ray tracing and rasterization. The method initializes triangles from SfM data, builds an OptiX BVH directly from triangles, and optimizes triangle geometry and appearance through a differentiable window function and a multi-term loss, achieving higher rendering quality than prior Gaussian-based approaches with near real-time performance. Key contributions include a differentiable triangle formulation, GPU-accelerated ray tracing without proxy geometries, and a training pipeline that unifies rasterization-based optimization with ray-traced rendering. Limitations include a larger primitive count and slower training due to unoptimized implementation, with future work targeting primitive reduction, connectivity preservation, and robustness to extreme triangles.
Abstract
Ray tracing 3D Gaussian particles enables realistic effects such as depth of field, refractions, and flexible camera modeling for novel-view synthesis. However, existing methods trace Gaussians through proxy geometry, which requires constructing complex intermediate meshes and performing costly intersection tests. This limitation arises because Gaussian-based particles are not well suited as unified primitives for both ray tracing and rasterization. In this work, we propose a differentiable triangle-based ray tracing pipeline that directly treats triangles as rendering primitives without relying on any proxy geometry. Our results show that the proposed method achieves significantly higher rendering quality than existing ray tracing approaches while maintaining real-time rendering performance. Moreover, our pipeline can directly render triangles optimized by the rasterization-based method Triangle Splatting, thus unifying the primitives used in novel-view synthesis.
