面向任意中心相机的抗锯齿 Gaussian 光线追踪:把每个像素当成一束光线。Anti-aliased Gaussian ray tracing for any central camera: treat each pixel as a bundle of rays.
Deheng Zhang*, Letian Shi*, Runyi Yang, Zhendong Li, Lei Sun, Kanzhi Wu, Ajad Chhatkuli, Danda Pani Paudel, Luc Van Gool
INSAIT, Sofia University · vivo · arXiv 2609.13397
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3DGEER、3DGUT、3DGRT 这类 Gaussian 光线追踪器,每个像素只追踪中心那一条光线。Gaussian ray tracers such as 3DGEER, 3DGUT and 3DGRT trace only the centre ray of each pixel.
真实的像素会积分一整束光线,即一个光线锥。分辨率越低,锥越粗,一条光线漏掉的信息就越多。A real pixel integrates a whole bundle: a cone of rays. The lower the resolution, the wider the cone and the more a single ray misses.
3DGEER,¼ 采样率:辐条碎成亮点3DGEER at ¼ sampling: spokes break into speckle
3DGEER,⅛ 分辨率训练后 ×16 放大3DGEER trained at ⅛, magnified ×16
一维示意:一排细 Gaussian(像自行车辐条)。“真值”是像素内的精确平均;ConeGaussian 行用同均值、同方差的 Gaussian 近似像素盒(与论文假设 3 相同)。1D toy: a row of thin Gaussians (like bicycle spokes). "Ground truth" is the exact average over each pixel; the ConeGaussian row replaces the pixel box with a moment-matched Gaussian (the paper's Assumption 3).
一维示意,24 个训练像素;split 是脚本化示意(一个 Gaussian 换成两个更细的矩匹配子 Gaussian),不是真实优化;亚像素 = 标准差小于 1/√12 像素,即一个像素盒的标准差。1D sketch, 24 training pixels; the splits are scripted (one Gaussian becomes two finer moment-matched children), not a real optimisation; sub-pixel = standard deviation below 1/√12 pixel, the standard deviation of a pixel box.
半像素偏移处的光线,只需相机的反投影:针孔、鱼眼用同一份代码。Rays at half-pixel offsets from the camera's inverse projection: one code path for pinhole and fisheye.
footprint 随深度线性变大;在 Gaussian 响应最大处取截面。The footprint grows linearly with depth; cut it where the Gaussian responds most.
平行四边形 → 同均值、同协方差的 Gaussian,方向和长宽比都保留。Parallelogram → Gaussian with the same mean and covariance; orientation and aspect ratio survive.
卷积变成协方差相加;每个像素–Gaussian 对只多几次 2×2 运算。Convolution becomes a covariance sum; a few 2×2 operations per pixel–Gaussian pair.
假设 1(局部线性):像素内的光线方向场近似线性,所以一个像素的光线束截面是平行四边形。Assumption 1 (local ray-linearity): the ray-direction field is locally linear within a pixel, so the cross-section of its bundle is a parallelogram.
假设 2(深度局部性):在 Gaussian 的有效积分范围内 footprint 变化很小,所以只在 t* 处取一次截面。Assumption 2 (depth locality): the footprint changes little over the Gaussian's effective integration range, so it is taken once, at t*.
假设 3(矩匹配):用同均值、同协方差的 Gaussian 代替平行四边形上的均匀核,卷积就变成协方差相加。Assumption 3 (moment matching): the uniform kernel over the parallelogram is replaced by the Gaussian with the same mean and covariance, so convolution becomes a covariance sum.
Σfp → 0(像素无限小)时 A → I,T 退化为单条中心光线的响应 \(\sigma e^{-D^2/2}\)。A 沿 du 方向不变,所以不必显式建立平面坐标系。As Σfp → 0 (an infinitesimal pixel), A → I and T reduces to the single centre-ray response \(\sigma e^{-D^2/2}\). A is unchanged along du, so no explicit plane basis is needed.
定义取自论文的 Preliminaries 和 Pixel-Footprint Filtering 两节。按 Esc 或点击空白处关闭。Definitions follow the paper's Preliminaries and Pixel-Footprint Filtering sections. Press Esc or click outside to close.
和渲染滤波用同一套邻居光线几何,所以鱼眼边缘也准确;Mip-Splatting 的下限用的是 z/f 近似。It reuses the same neighbour-ray geometry as the render filter, so it stays accurate at the fisheye edge; Mip-Splatting's floor uses a z/f approximation.
footprint 只有秩 2,所以 PSD 截断是逐方向的:已被下限覆盖的方向不再加模糊,更粗的方向只补差值。The footprint has rank 2, so the PSD clamp acts per direction: directions the floor covers get no extra blur; wider ones get only the excess.
ScanNet++ 消融(¼ 分辨率训练):marginal 相对 additive 的 PSNR 差ScanNet++ ablation (trained at ¼): PSNR of marginal minus additive
四个分辨率一起训练、分别测试。联合检验两个模块。Train on all four scales, test each. Tests both modules together.
原分辨率训练,直接渲染到更低分辨率。主要检验渲染时的 footprint 滤波。Train at native, render coarser without retraining. Mainly tests the render-time filter.
最低分辨率训练,渲染到 ×1–×4。主要检验训练频率下限。Train at the lowest scale, render ×1–×4. Mainly tests the training-frequency floor.
指标 PSNR / SSIM / LPIPS;每 8 张取 1 张做测试;鱼眼指标只在腐蚀 3 像素后的有效区域内计算。缩放只改变采样分辨率(标定同步缩放),不改变焦距或位姿。Metrics PSNR / SSIM / LPIPS; every 8th image held out; fisheye metrics inside a 3-pixel-eroded valid mask. Scaling changes only the sampling resolution (calibration scaled to match), never focal length or pose.

3DGEERConeGaussian真值 GTGround truth
鱼眼边缘(ScanNet++,×4,r > 0.9):Mip-Splatting 的 z/f floor 反而 −0.33 dB;footprint floor +0.09;完整模型 +0.15 dB。Fisheye edge (ScanNet++, ×4, r > 0.9): Mip-Splatting's z/f floor loses −0.33 dB; footprint floor +0.09; full model +0.15 dB.

Mip-NeRF 360 garden,⅛ 分辨率训练,×16 放大(视频帧):基线露出亚像素的“针”,ours 保持平滑。Mip-NeRF 360 garden trained at ⅛, magnified ×16 (video frame): the baseline exposes sub-pixel needles; ours stays smooth.
同一个训练好的场景,在不同中心相机模型下渲染(左 3DGEER,右 ConeGaussian)。One trained scene rendered through different central camera models (left 3DGEER, right ConeGaussian).
去掉 2D footprint 滤波,⅛ 渲染从 27.18 掉到 24.30 dB,和 3DGEER 基线几乎一样。Without the 2D footprint filter, ⅛ drops from 27.18 to 24.30 dB, essentially the 3DGEER baseline.
去掉 3D 下限,½ 渲染掉 0.80 dB,×4 掉 0.10 dB。下限通过训练也影响了中间尺度。Without the 3D floor, ½ drops 0.80 dB and ×4 drops 0.10 dB. Through training, the floor also shapes intermediate scales.
Marginal 比 additive 在放大侧高约 0.2 dB;⅛ 时 additive 略好 0.06 dB。Marginal beats additive by about 0.2 dB on the zoom-in side; additive is 0.06 dB better at ⅛.