[SIGGRAPH Asia '25] Editable Physically-based Reflections in Raytraced Gaussian Radiance Fields
Contributions:
• A reconstruction method for radiance fields, with distinct optimization for diffuse and specular components, using path tracing for the latter.
• An efficient and accurate training method that reconstructs the diffuse and specular components of the scene in a single representation.
• An efficient ray tracer for Gaussian primitives, fast enough to enable treatment of multiple bounces with minimal computational overhead.
@ruilong_li This splat only has 2M Gaussians! SMERF used a 5x5 grid of submodels. I wonder if it can get close to SOTA with the multi-GPU feature with ~50M Gaussians.