A Hybrid and Hierarchical Ray Tracing Method for Efficient 3D Gaussian Rendering

📄 arXiv: 2610.13498v1 📥 PDF

作者: Tiancheng Zhao, Sixu Li, Yuzhou Chen, Hengyu Ding, Zhiming Pan, Chaojian Li

分类: cs.AR, cs.GR

发布日期: 2026-10-09


💡 一句话要点

提出H2-Ray以解决3D高斯渲染中的效率问题

🎯 匹配领域: 支柱三:空间感知与语义 (Perception & Semantics)

关键词: 3D高斯渲染 光线追踪 负载均衡 路径重用 GPU架构 计算机图形学 实时渲染

📋 核心要点

  1. 现有的3D高斯渲染方法在光线追踪中面临负载不平衡和冗余遍历等挑战,影响渲染效率。
  2. H2-Ray通过引入负载平衡空间BVH、光线聚类路径重用和统一交集引擎等技术,优化了光线追踪过程。
  3. 在8个场景中,H2-Ray在NVIDIA RTX A5000上实现了几何平均加速3.77倍,最大加速9.26倍,显著提升了渲染性能。

📝 摘要(中文)

3D高斯点云(3DGS)是一种强大的实时神经重建与渲染表示方法。现有的3DGS系统依赖光栅化以提高效率,但最近的研究探索了光线追踪以支持次级光照、高度失真的相机和景深效果。然而,与光栅化相比,光线追踪的3DGS面临三大挑战:高非均匀的高斯原语空间分布导致负载不平衡;相邻像素生成的光线具有高度相似的遍历路径,造成冗余遍历开销;支持高斯和三角形原语的异构交集工作负载与现有GPU架构不匹配。为此,本文提出了H2-Ray,一种混合层次光线追踪架构,旨在高效渲染3D高斯点云。

🔬 方法详解

问题定义:本论文旨在解决3D高斯渲染中光线追踪效率低下的问题,现有方法在处理高斯原语时面临负载不均和冗余遍历等痛点。

核心思路:H2-Ray的核心思路是通过混合和层次化的光线追踪架构,结合负载均衡和路径重用技术,来提高渲染效率和性能。

技术框架:H2-Ray的整体架构包括三个主要模块:负载平衡空间BVH(LB-SBVH)、光线聚类路径重用(RCPR)和统一交集引擎(UIE),通过这些模块协同工作来优化光线追踪过程。

关键创新:H2-Ray的关键创新在于引入了负载平衡的空间BVH结构,能够将不均匀的全局负载转化为均衡的局部遍历单元,同时通过光线聚类技术减少冗余遍历。

关键设计:在设计中,LB-SBVH采用密度感知表示,RCPR允许代理光线与邻近光线共享遍历状态,而UIE则通过模式复用的数据路径支持混合高斯和三角形交集,提升了GPU的利用率。

🖼️ 关键图片

fig_0
fig_1
fig_2

📊 实验亮点

H2-Ray在8个场景中实现了几何平均加速3.77倍,最大加速达到9.26倍,相较于RaySplats在NVIDIA RTX A5000上的表现,展示了显著的性能提升,验证了其高效性。

🎯 应用场景

该研究在实时渲染、虚拟现实和计算机图形学等领域具有广泛的应用潜力。通过提高3D高斯渲染的效率,H2-Ray能够为复杂场景的实时渲染提供更高的性能,推动相关技术的发展与应用。

📄 摘要(原文)

3D Gaussian Splatting (3DGS) is a powerful representation for real-time neural reconstruction and rendering. While existing 3DGS systems rely on rasterization for efficiency, recent work explores ray tracing to enable secondary lighting, highly distorted cameras, and depth-of-field effects. However, compared with rasterization, ray-traced 3DGS introduces three major challenges: (1) the highly non-uniform spatial distribution of massive numbers of Gaussian primitives creates severe load imbalance; (2) neighboring pixels often generate rays with highly similar traversal paths, leading to substantial redundant traversal overhead; and (3) supporting both Gaussian and triangle primitives yields heterogeneous intersection workloads that are not well matched to existing GPU architectures. We present H2-Ray, a hybrid and hierarchical ray tracing architecture for efficient 3D Gaussian rendering. H2-Ray introduces three techniques. Load-Balanced Spatial BVH (LB-SBVH) partitions the scene into uniform grids and uses density-aware representations to convert an imbalanced global workload into balanced local traversal units. Ray-Cluster Path Reuse (RCPR) lets a proxy ray share traversal state with neighboring rays to amortize redundant traversal. The Unified Intersection Engine (UIE) supports mixed Gaussian and triangle intersections through a mode-multiplexed datapath that shares 40% of its floating-point units across both primitive types. Across 8 scenes, H2-Ray achieves a geometric-mean speedup of 3.77x and a maximum speedup of 9.26x over RaySplats on the NVIDIA RTX A5000, combining a cycle-accurate model of the modified RT Core with measured CUDA timings.