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arXiv:2406.09733cs.GR

Unified Gaussian Primitives for Scene Representation and Rendering

Yang Zhou, Songyin Wu, Lingqi Yan

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Abstract

Searching for a unified scene representation remains a research challenge in computer graphics. Traditional mesh-based representations are unsuitable for dense, fuzzy elements and introduce additional complexity for filtering and differentiable rendering. Conversely, voxel-based representations struggle to model hard surfaces and high-frequency details. We propose a general-purpose rendering primitive based on 3D Gaussian distributions for unified scene representation, featuring versatile appearance ranging from glossy surfaces to fuzzy elements, as well as physically based scattering to enable accurate global illumination. We formulate the rendering theory for the primitive based on non-exponential transport and derive efficient rendering operations to be compatible with Monte Carlo path tracing. The new representation can be converted from different sources, including meshes and 3D Gaussian splatting, and further refined via transmittance optimization thanks to its differentiability. We demonstrate the versatility of our representation in various rendering applications such as global illumination and appearance editing, while naturally supporting arbitrary lighting conditions. With suitable simplification, we further adapt our method to radiance field reconstruction and rendering. We conduct comprehensive comparisons of our representation with existing scene representations, highlighting its efficiency in capturing details and representing aggregate elements.

arXiv comments
Accepted to ACM Transactions on Graphics (June 2026). Project page: https://mangosister.github.io/gsr_site/
Journal reference
DOI
doi:10.1145/3829352
Subjects
cs.GRGraphics

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    • It seems like this paper[1] lays the groundwork and the discussion in the OP is about refinements to the method. [1] https://arxiv.org/pdf/2406.09733

      joe_the_userView on HNParent context

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