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arXiv · 2603.23637

Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting

Abstract

Ray-tracing-based 3D Gaussian splatting (3DGS) methods overcome the limitations of rasterization -- rigid pinhole camera assumptions, inaccurate shadows, and lack of native reflection or refraction -- but remain slower due to the cost of sorting all intersecting Gaussians along every ray. Moreover, existing ray-tracing methods still rely on rasterization-style approximations such as shadow mapping for relightable scenes, undermining the generality that ray tracing promises. We present a differentiable, sorting-free stochastic formulation for ray-traced 3DGS -- the first framework that uses stochastic ray tracing to both reconstruct and render standard and relightable 3DGS scenes. At its core is an unbiased Monte Carlo estimator for pixel-color gradients that evaluates only a small sampled subset of Gaussians per ray, bypassing the need for sorting. For standard 3DGS, our method matches the reconstruction quality and speed of rasterization-based 3DGS while substantially outperforming sorting-based ray tracing. For relightable 3DGS, the same stochastic estimator drives per-Gaussian shading with fully ray-traced shadow rays, delivering notably higher reconstruction fidelity than prior work.

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BibTeXRIS

Peiyu Xu, Xin Sun, Krishna Mullia, Raymond Fei, Iliyan Georgiev, Shuang Zhao. 2026-03-26. Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting. https://arxiv.org/abs/2603.23637

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