English

Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting

Computer Vision and Pattern Recognition 2026-03-27 v2

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.

Keywords

Cite

@article{arxiv.2603.23637,
  title  = {Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting},
  author = {Peiyu Xu and Xin Sun and Krishna Mullia and Raymond Fei and Iliyan Georgiev and Shuang Zhao},
  journal= {arXiv preprint arXiv:2603.23637},
  year   = {2026}
}

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Project Page: https://xupaya.github.io/stoch3DGS/