Differentiable Ray Tracing
Latest papers
12 papers1 paper in the last four weeks, against 2 the four weeks before. 0.0% of all new papers.
Physically-based differentiable rendering enables gradient-based optimization of scene parameters by matching rendered images to measurements, but has so far mainly focused on light transport. We extend this paradigm to medical ultrasound, where image formation resembles transient rendering: echoes are binned by time-of-flight rather than projected onto an image plane. We present UltraDiff, a modular framework for differentiable ultrasound ray tracing. UltraDiff formulates ultrasound image formation as a path-space integral, gated by travel time between the transducer and tissue interfaces, and derives a Monte Carlo estimator of both the forward model and its gradients with respect to scene parameters. We demonstrate this on an inverse geometry estimation: starting from a sphere, an SDF is optimized until simulated echoes match measured ones, recovering vertebral surfaces from simulated B-mode sweeps and from a real robotic acquisition of a spine phantom. Unlike state-of-the-art ultrasound shape reconstruction methods, which rely on pre-segmented images, our approach operates unsupervised on B-mode images through analysis-by-synthesis, while achieving competitive geometric accuracy. Implemented on top of Mitsuba 3, UltraDiff brings differentiable path tracing to a new sensing modality and provides a foundation for inverse problems in acoustic imaging.
Direct Optimization of a 3D Finite-Source Reflector via Neural-Network Parameterization
We present a direct optimization method for three-dimensional freeform reflectors that transform the light of a finite-étendue source into a prescribed far-field angular intensity distribution. The reflector profile is represented by a small neural network (a multilayer perceptron), which is trained end-to-end through a differentiable ray-tracing objective. We furthermore parameterize the emission directions in gnomonic coordinates, and show how we use this to ensure that every emitted ray intersects the reflector. At each iteration, the network is converted to a bicubic spline representation for ray-tracing efficiency, and intersections with this smooth surface are solved by a damped Newton solve, with gradients computed via the implicit function theorem. The traced output distribution is compared with the desired target on a 'soft' histogram, under an -type spectral weighting that emphasizes long-range transport of flux to improve convergence. Optimization is performed using a BFGS method with self-scaled Broyden updates and a plateau-perturbation rule to prevent stalling. The method converges reliably within seconds on a single GPU for all examples tested.
LightFuse: Relightable Interactive Gaussian Scene Reconstruction via Multi-Scan Fusion and 2D Gaussian Ray Tracing
Relightable interactive scene reconstruction aims to build an editable 3D model from scans of different object arrangements and render new layouts under novel illumination. Existing methods either bake lighting into appearance or recover material and illumination only for fixed scenes, leaving edited layouts with inconsistent shadows and indirect lighting. We present LightFuse, a 2D Gaussian framework that extends interactive scene reconstruction with explicit material-illumination decomposition and physically based relighting. LightFuse first fuses observations across states to reconstruct a shared background and movable objects. It then conducts ray-tracing-oriented geometry refinement to produce more complete and consistent surfaces. On the refined geometry, staged training with differentiable one-bounce ray tracing separates shared metallic--roughness material from state-specific environment lighting. The resulting scene supports object rearrangement, material editing, and relighting, while ray tracing recomputes appearance after each interaction. Experiments across synthetic scenes demonstrate state-of-the-art relighting quality, outperforming the strongest baseline by +9.74,dB PSNR and +0.121 SSIM on average. Project page: https://zhn202.github.io/LightFuse/
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
Real-time novel view synthesis is dominated by rasterized explicit primitives. These projection-based pipelines provide high throughput but require specialized extensions for non-pinhole effects such as distortion, rolling shutter, and depth of field. Ray-based rendering expresses these effects naturally but is generally assumed too slow for competitive real-time rendering. We analyze the factors governing throughput in differentiable Voronoi ray tracing and identify traversal length, per-cell work, and memory locality as principal determinants. Guided by this, we introduce VoroTracing, which co-designs the scene representation, optimization, and GPU execution to reduce these costs. Compact octahedral appearance textures reduce memory traffic, while surface-concentrated opacity promotes early termination. The fixed-budget representation is optimized without pruning or densification and rendered with a GPU implementation designed for coherent traversal. On Mip-NeRF 360, VoroTracing renders at 623 FPS on an RTX 5090, providing the throughput of the fastest prior ray-based method and that of 3D Gaussian Splatting, while maintaining competitive reconstruction quality. Our renderer supports fisheye, rolling-shutter, motion-blur, and depth-of-field effects through ray generation and sampling, requiring no specialized rasterization. These results show that real-time throughput can be achieved with the flexibility of ray-based rendering. We release our source code, see https://research.zenseact.com/publications/vorotracing
Inter-Reflective Gaussian Splatting for Robust and Efficient Inverse Rendering
Faithful inverse rendering requires visibility and indirect radiance to explain secondary illumination and inter-reflection, yet rasterization-oriented Gaussian representations do not naturally support the secondary-ray queries needed to recover them. We present IRGS++ (Inter-Reflective Gaussian Splatting), a unified robust and efficient Gaussian inverse rendering framework. During transport-aware optimization, IRGS++ employs differentiable 2D Gaussian ray tracing on surface-oriented Gaussian primitives to query visibility and indirect radiance on the fly and evaluate the full rendering equation for inter-reflective transport. This physical core makes Gaussian inverse rendering physically grounded beyond rasterized appearance modeling. To make this backbone useful beyond low-gloss dielectric scenes, the framework incorporates metallic-aware material modeling and robust reflective initialization for glossy, specular, and metallic materials. To make it practical, multiple importance sampling and denoising stabilize finite-sample rendering, while mesh-based secondary-attribute queries reduce the cost of relighting under novel illumination. Quantitative evaluations on low-gloss and glossy benchmarks show improved decomposition and relighting quality together with favorable quality--speed trade-offs under the reported configurations, while real-world studies illustrate plausible relighting under novel illumination.
Differentiable Polarized Path Tracing
Physically based differentiable rendering has proven to be a powerful tool for inverse rendering problems (e.g., 3D reconstruction, reflectance estimation, lighting estimation). However, most existing methods operate solely on radiometric intensity, discarding valuable polarization cues that constrain scene geometry and material properties. While forward simulation of polarized light is well-defined via Mueller-Stokes calculus, extending reverse-mode differentiation to this domain presents significant challenges. The rank-deficient nature of common polarimetric operators, such as linear polarizers and diffuse reflections, violates the invertibility assumptions of standard gradient estimators like path replay backpropagation and results in numerical instability. We address this by proposing a robust, polarization-aware differentiable path tracing method. Our approach estimates unbiased gradients through a combination of path replay and local caching. This formulation enables efficient and stable optimization of material and lighting parameters in complex scenes, broadening the applicability of physically based inverse rendering. Project page: https://vcai.mpi-inf.mpg.de/projects/DPPT/
Differentiable Ray Tracing with Gaussians for Unified Radio Propagation Simulation and View Synthesis
Explicit neural representations such as 3D Gaussian Splatting (3DGS) enable high-fidelity and real-time novel view synthesis, yet optimize for alpha-composited optical appearance rather than ray-intersectable geometry. In contrast, radio-frequency (RF) digital twins require deterministic multi-bounce paths, where the geometry dictates trajectories and their associated attenuation and delay. We introduce a framework enabling differentiable RF propagation simulation directly within visually reconstructed neural scenes, allowing point-to-point path computation between arbitrary 3D locations while preserving high-quality visual rendering. Unlike conventional RF simulation pipelines that rely on manually constructed meshes, we embed Gaussian primitives into a hardware-accelerated ray tracing structure as the underlying spatial representation. By extracting physically meaningful channel impulse responses from visual-only reconstructions, we provide cross-modal evidence that neural reconstructions can serve as unified spatial representations for both electromagnetic propagation simulation and photorealistic view synthesis.
Power Foam: Unifying Real-Time Differentiable Ray Tracing and Rasterization
We introduce a differentiable 3D representation that unifies the ray tracing capabilities of foam-based ray tracing with the efficiency of modern rasterization pipelines. While prior foam representations enable constant-time ray traversal through an explicit volumetric partition of space, their potentially unbounded cells hinder efficient tile-based rasterization. We address this limitation by generalizing Voronoi foams to bounded power diagrams with controllable cell extents, enabling spatially bounded primitives without requiring expensive Delaunay triangulations during training. We further introduce an oriented surface formulation that explicitly models interfaces between interior and exterior regions, and decouple geometry from appearance by embedding differentiable texture directly on these surfaces. Together, these contributions yield a representation that preserves state-of-the-art ray tracing efficiency while achieving rasterization performance competitive with current generation 3DGS, providing a practical path toward unified real-time differentiable rendering.
RT-GS: Gaussian Splatting with Reflection and Transmittance Primitives
Gaussian Splatting is a powerful tool for reconstructing diffuse scenes, but it struggles to simultaneously model specular reflections and the appearance of objects behind semi-transparent surfaces. These specular reflections and transmittance are essential for realistic novel view synthesis, and existing methods do not properly incorporate the underlying physical processes to simulate them. To address this issue, we propose RT-GS, a unified framework that integrates a microfacet material model and ray tracing to jointly model specular reflection and transmittance in Gaussian Splatting. We accomplish this by using separate Gaussian primitives for reflections and transmittance, which allow modeling distant reflections and reconstructing objects behind transparent surfaces concurrently. We utilize a differentiable ray tracing framework to obtain the specular reflection and transmittance appearance. Our experiments demonstrate that our method successfully produces reflections and recovers objects behind transparent surfaces in complex environments, achieving significant qualitative improvements over prior methods where these specular light interactions are prominent.
Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting
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.
Taming Vision Priors for Data Efficient mmWave Channel Modeling
Accurately modeling millimeter-wave (mmWave) propagation is essential for real-time AR and autonomous systems. Differentiable ray tracing offers a physics-grounded solution but still facing deployment challenges due to its over-reliance on exhaustive channel measurements or brittle, hand-tuned scene models for material properties. We present VisRFTwin, a scalable and data-efficient digital-twin framework that integrates vision-derived material priors with differentiable ray tracing. Multi-view images from commodity cameras are processed by a frozen Vision-Language Model to extract dense semantic embeddings, which are translated into initial estimates of permittivity and conductivity for scene surfaces. These priors initialize a Sionna-based differentiable ray tracer, which rapidly calibrates material parameters via gradient descent with only a few dozen sparse channel soundings. Once calibrated, the association between vision features and material parameters is retained, enabling fast transfer to new scenarios without repeated calibration. Evaluations across three real-world scenarios, including office interiors, urban canyons, and dynamic public spaces show that VisRFTwin reduces channel measurement needs by up to 10 while achieving a 59% lower median delay spread error than pure data-driven deep learning methods.
Sionna RT: Technical Report
Sionna is an open-source, GPU-accelerated library that, as of version 0.14, incorporates a ray tracer, Sionna RT, for simulating radio wave propagation. A unique feature of Sionna RT is differentiability, enabling the calculation of gradients for the channel impulse responses (CIRs), radio maps, and other related metrics with respect to system and environmental parameters, such as material properties, antenna patterns, and array geometries. The release of Sionna 1.0 provided a complete overhaul of the ray tracer, significantly improving its speed, memory efficiency, and extensibility. This document details the algorithms employed by Sionna RT to simulate radio wave propagation efficiently, while also addressing their current limitations. Given that the computation of CIRs and radio maps requires distinct algorithms, these are detailed in separate sections. For CIRs, Sionna RT integrates shooting and bouncing of rays (SBR) with the image method and uses a hashing-based mechanism to efficiently eliminate duplicate paths. Radio maps are computed using a purely SBR-based approach for the non-diffracted component, complemented by a stage for diffracted paths.