Reproduce “UTrice: Unifying Primitives in Differentiable Ray Tracing and Rasterization via Triangles for Particle-Based 3D Scenes” on OpenResearch

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About this paper

Changhe Liu, Ehsan Javanmardi, Naren Bao, Alex Orsholits, Manabu Tsukada

UTrice reconstructs scenes from images by optimizing triangles used directly for ray tracing or rasterization. Unlike 3DGRT, it avoids enclosing Gaussian particles in proxy geometry. Across seven Mip-NeRF360 scenes UTrice reports LPIPS of 0.163 versus 0.235 for 3DGRT, and 37 FPS versus 55 FPS for 3DGRT's quality setting; the comparison is end-to-end, not an isolation of proxy removal.

Key insights

  • Unifying rasterization and ray tracing through a common, differentiable triangle primitive creates a more versatile and coherent rendering ecosystem for novel-view synthesis.
  • Directly tracing explicit triangle primitives significantly improves rendering quality and detail preservation by avoiding the approximations inherent in proxy-based ray tracing methods.
  • A novel world-space occlusion metric for densification and consistent view pruning are critical for stable and efficient training of triangle-based representations within a ray tracing framework.

Summary by alphaXiv.

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