SearcharxivSearch

arXiv · 2507.19718

GSCache: Real-Time Radiance Caching for Volume Path Tracing using 3D Gaussian Splatting

Abstract

Real-time path tracing is rapidly becoming the standard for rendering in entertainment and professional applications. In scientific visualization, volume rendering plays a crucial role in helping researchers analyze and interpret complex 3D data. Recently, photorealistic rendering techniques have gained popularity in scientific visualization, yet they face significant challenges. One of the most prominent issues is slow rendering performance and high pixel variance caused by Monte Carlo integration. In this work, we introduce a novel radiance caching approach for path-traced volume rendering. Our method leverages advances in volumetric scene representation and adapts 3D Gaussian splatting to function as a multi-level, path-space radiance cache. This cache is designed to be trainable on the fly, dynamically adapting to changes in scene parameters such as lighting configurations and transfer functions. By incorporating our cache, we achieve less noisy, higher-quality images without increasing rendering costs. To evaluate our approach, we compare it against a baseline path tracer that supports uniform sampling and next-event estimation and the state-of-the-art for neural radiance caching. Through both quantitative and qualitative analyses, we demonstrate that our path-space radiance cache is a robust solution that is easy to integrate and significantly enhances the rendering quality of volumetric visualization applications while maintaining comparable computational efficiency.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

David Bauer, Qi Wu, Hamid Gadirov, Kwan-Liu Ma. 2025-07-25. GSCache: Real-Time Radiance Caching for Volume Path Tracing using 3D Gaussian Splatting. https://arxiv.org/abs/2507.19718

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

ReCHOIR: Contact-guided Human Object Interaction Retargeting to Diverse Characters

We present ReCHOIR, a novel contact-guided motion retargeting method for transferring human object interaction (HOI) motions across diverse humanoid characters. Unlike prior motion retargeting methods that primarily focus on transferring human motion alone, our goal is to preserve not only the semantics of the original body movement but also consistent interaction between the character and the manipulated object, while jointly producing aligned target human and object motions. Given source HOI motion, object geometry, and contact cues extracted from the source interaction, ReCHOIR retargets an HOI sequence to target characters with different skeletal configurations while maintaining both motion semantics and contact-consistent interaction patterns. Our method builds on a Part-Aware Motion Embedding (PAME) autoencoder, which encodes full-body motion into a shared body-part-wise latent space. This representation enables generalization across heterogeneous skeletons while preserving local motion semantics beneficial for part-aware adaptation in HOI retargeting. On top of this representation, we introduce a contact-guided retargeting module and an object motion decoder for HOI retargeting. The contact-guided retargeting module treats the source object interaction as a condition for refining target character motion: object- and contact-related signals are encoded into a body-part-aligned latent representation and injected into decoding through a residual control branch, enabling stronger adaptation in interaction-relevant body regions without discarding the underlying motion prior. In parallel, the object motion decoder predicts a target object motion aligned with the refined target character motion, ensuring that the object trajectory remains consistent with how the interaction is realized by the target character.

cs.GR

Gaussian Light Transport

We present a novel method for computing global illumination by expressing the solution to the light transport equation as a 13D Gaussian mixture model over positions, directions, surface normals, and material properties. We show that including scene properties in the Gaussian representation drastically reduces the number of functions and speeds up evaluation. As opposed to traditional light transport methods based on Neumann series, the parameters of our model are directly estimated by minimizing the residual of the rendering equation. While both optimization and rendering require repeated evaluations of a linear combination of high-dimensional Gaussian functions, we introduce an efficient culling strategy to keep the optimization tractable and produce renderings in real time. Our representation enables to render fast, view-independent solutions to the light transport equation, achieving rendering times on the order of milliseconds, with a fraction of the memory requirements of conventional neural rendering approaches.

cs.GR

Hologram Representation via Quadratic Phase Gaussian Splatting

We introduce Complex-Valued Quadratic Phase Gaussian (CVQPG), a novel hologram representation method that replaces standard 2D Gaussian representations used in 2D Gaussian Splatting with 2D quadratic phase functions. CVQPG incorporates additional learnable parameters to control the curvature of these bases. We evaluate our approach against state-of-the-art methods, exceeding the visual quality by +0.19 dB (RGB) and +0.33 dB (grayscale) on average in holographic reconstructions. Specifically, our equal parameter count evaluations show that modulating the primitive's wavefront is an effective and lightweight enhancement for hologram representations. In addition, our frequency domain analysis illustrates that CVQPG has successfully preserved the mid-to-high frequency band of natural images.

cs.GR