3dgrut

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用光线追踪和混合光栅化渲染高斯粒子的 3D 重建工具,能提升高斯泼溅场景的渲染质量与真实感。

Ray tracing and hybrid rasterization of Gaussian particles

v1.1.0发布于 2026-06-10 23:49 UTC2,492star +1 / 7 天285fork同步于 2026-11-10 17:45 UTC

怎么上手

由 README 提炼,执行前请确认
git clone --recursive https://github.com/nv-tlabs/3dgrut.git
cd 3dgrut
./install.sh
硬件要求按 README 说明

3DGRT 需专用光线追踪硬件,推荐带 RT 核心的 NVIDIA GPU;README 未给出具体显存要求。支持 Linux 与 Windows。

需要 CUDA有 Docker 镜像
下载:源码 zip·GitHub Releases(安装包)本站不镜像安装包

项目说明

由 README 自动翻译提炼

NVIDIA 官方 3DGRT/3DGUT 实现,用光线追踪与混合光栅化渲染高斯粒子,支持畸变相机与二次光线

用光线追踪和混合光栅化渲染高斯粒子的 3D 重建工具,能提升高斯泼溅场景的渲染质量与真实感。

核心能力

  • 用光线追踪渲染体积高斯粒子,支持反射、折射与阴影等二次光线
  • 3DGUT 在光栅化框架内支持滚动快门等畸变相机与时变效应
  • 3DGRUT 混合渲染:主光线走光栅化、二次光线走光追
  • 支持 MCMC 稠密化策略与 Selective Adam 优化器
  • 支持导出 USD、PLY、NuRec 格式并带交互式 Playground GUI

容易踩的坑

必须用 --recursive 克隆,否则子模块缺失;训练前需自行下载 NeRF Synthetic、MipNeRF360 或 ScanNet++ 等数据集;Playground 需额外安装 OpenGL 头文件(如 libgl1-mesa-dev);ppisp 后处理需单独安装 ppisp 包。

内容由模型根据 README 生成,可能不完整或不准确,以官方文档为准。看原文 README

最近发版

2 个版本v1.1.0
  1. v1.1.0v1.1.0 - Stable Code Release (June 10, 2026)最新正式版2026-06-10 · 2026-06-10 23:49 UTC

    This version introduces a major new export stack, expands dataset support, improves rendering capabilities, and adds broad compatibility fixes for new hardware and installation workflows.

    Notable features:

    • Added USD, USDZ, PLY, NuRec, and lightfield export infrastructure with mesh injection and roundtrip tests
    • Added NCore-v4 dataset support with accelerated simplejpeg decoding and GPU-cached camera rays
    • Added playground path tracing, PBR material meshes, Viser UI, and headless mode
    • Improved training with MCMC densification/pruning, Sparse Adam, and multi-camera support
    • Expanded platform compatibility for Blackwell, CUDA 12/13, DGX Spark/ARM64, Windows, and uv-based installs
    • Added code formatting (Black, isort, clang-format) and expanded CI workflows

    What's Changed

  2. v1.0.0Stable Code Release2025-04-03 · 2025-04-03 11:52 UTC
    查看更新说明

    v1.0.0 - Stable Code Release (April 3, 2025)

    This version contains the initial code release on github + 2 weeks of followup fixes and additions from the community

    Notable features:

    • Initial code release of 3DGRT and 3DGUT
    • Slang implementation for differentiable tracer
    • Interactive playground app
    • Installation scripts, docker and basic CI workflow
    • Quality fixes

    What's Changed

    New Contributors

    Full Changelog: https://github.com/nv-tlabs/3dgrut/commits/v1.0.0

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    README 原文

    未翻译

    This repository provides the official implementations of 3D Gaussian Ray Tracing (3DGRT) and 3D Gaussian Unscented Transform (3DGUT). Unlike traditional methods that rely on splatting, 3DGRT performs ray tracing of volumetric Gaussian particles instead. This enables support for distorted cameras with complex, time-dependent effects such as rolling shutters, while also efficiently simulating secondary rays required for rendering phenomena like reflection, refraction, and shadows. However, 3DGRT requires dedicated ray-tracing hardware and remains slower than 3DGS.

    To mitigate this limitation, we also propose 3DGUT, which enables support for distorted cameras with complex, time-dependent effects within a rasterization framework, maintaining the efficiency of rasterization methods. By aligning the rendering formulations of 3DGRT and 3DGUT, we introduce a hybrid approach called 3DGRUT. This technique allows for rendering primary rays via rasterization and secondary rays via ray tracing, combining the strengths of both methods for improved performance and flexibility.

    For projects that require a fast, modular, and production-ready Gaussian Splatting framework, we recommend using gsplat, which also provides support for 3DGUT.

    3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes Nicolas Moenne-Loccoz*, Ashkan Mirzaei*, Or Perel, Riccardo De Lutio, Janick Martinez Esturo, Gavriel State, Sanja Fidler, Nicholas Sharp^, Zan Gojcic^ (*,^ indicates equal contribution) SIGGRAPH Asia 2024 (Journal Track) Project page / Paper / Video / BibTeX

    3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting Qi Wu*, Janick Martinez Esturo*, Ashkan Mirzaei, Nicolas Moenne-Loccoz, Zan Gojcic (* indicates equal contribution) CVPR 2025 (Oral) Project page / Paper / Video / BibTeX

    Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstruction Jorge Condor, Nicolas Moenne-Loccoz, Merlin Nimier-David, Piotr Didyk, Zan Gojcic, Qi Wu arXiv 2026 Project page / Paper / Video / BibTeX

    🔥 News

    • ✅[2026/06] 3DGRUT v2.0.0: Neural Harmonic Textures support.
    • ✅[2026/03] NCore v4: Support for training from NCore v4 datasets (NCore, commands).
    • ✅[2026/01] Physically-Plausible ISP support.
    • ✅[2025/08] Support for the 3DGRT and 3DGS/3DGRT pipelines is now available with the Vulkan API as part of the Vulkan Gaussian Splatting Project. 3DGUT will also be available soon.
    • ✅[2025/07] Support for datasets with multiple sensors (only for COLMAP-style datasets).
    • ✅[2025/07] Support for Windows has been added.
    • ✅[2025/06] Playground supports PBR meshes and environment maps.
    • ✅[2025/04] Support for image masks.
    • ✅[2025/04] SparseAdam support.
    • ✅[2025/04] MCMC densification strategy support.
    • ✅[2025/04] Stable release v1.0.0 tagged.
    • ✅[2025/03] Initial code release!
    • ✅[2025/02] 3DGUT was accepted to CVPR 2025!
    • ✅[2024/08] 3DGRT was accepted to SIGGRAPH Asia 2024!

    Contents

    🔧 1 Dependencies and Installation

    • Supported CUDA versions: 11.8, 12.4, 12.6, 12.8 (default), 13.0 (experimental)
    • For good performance with 3DGRT, we recommend using an NVIDIA GPU with Ray Tracing (RT) cores.
    • Both Linux and Windows are supported via UV install scripts.

    Using UV

    (Kindly contributed by @MasahiroOgawa)

    UV provides faster installation and better dependency resolution.

    git clone --recursive https://github.com/nv-tlabs/3dgrut.git
    cd 3dgrut
    

    The install scripts automatically find or install a GCC version compatible with your chosen CUDA toolkit.

    Prerequisites:

    1. uv installed: curl -LsSf https://astral.sh/uv/install.sh | sh
    2. A CUDA toolkit — choose one of the sub-options below.
    3. OpenGL headers for playground: sudo apt-get install libgl1-mesa-dev

    Sub-option A1 — System CUDA (use an existing nvcc in PATH or CUDA_HOME):

    ./install_env_uv.sh          # venv name defaults to "3dgrut"
    source .venv/bin/activate
    

    Sub-option A2 — conda-managed CUDA (let conda install the CUDA toolkit):

    # Step 1: create a conda environment with the CUDA toolkit
    CUDA_VERSION=12 ./scripts/create_conda.sh 3dgrut
    conda activate 3dgrut
    # Step 2: install Python dependencies
    ./install_env_uv.sh  # or conda run -n 3dgrut ./install_env_uv.sh
    

    Sub-option A3 — Local venv CUDA (download CUDA into .venv/, no system-wide install needed):

    # Supported CUDA_VERSION values: 11.8 (or 11), 12.4, 12.6, 12.8 (or 12), 13.0 (or 13)
    FORCE_LOCAL_CUDA=1 CUDA_VERSION=12 ./scripts/create_venv_cuda.sh   # ~4 GB download on first run
    source .venv/bin/activate
    ./install_env_uv.sh
    

    [!NOTE] Requires wget: sudo apt-get install wget The CUDA toolkit runfile (~4GB) is cached at /tmp/cuda_<version>_linux.run and reused on subsequent runs. The downloaded CUDA toolkit is installed locally to .venv/cuda-{version}/. You can force a local install even with system CUDA available by setting FORCE_LOCAL_CUDA=1 in the environment variables.

    Prerequisites:

    1. uv installed: powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"
    2. CUDA Toolkit installed from NVIDIA CUDA Downloads
    3. Visual Studio Build Tools (2019 or later) with the Desktop development with C++ workload. The script auto-detects cl.exe, cmake, and ninja from the VS installation. If both a CUDA-compatible VS (2019–2022) and a newer one are installed, the script prefers the compatible version. For VS 2025+ (not yet officially supported by CUDA), the script automatically adds --allow-unsupported-compiler to nvcc.

    From a PowerShell terminal in the project root:

    .\install_env_uv.ps1                     # auto-detects CUDA, venv name defaults to "3dgrut"
    

    To override CUDA_HOME:

    $env:CUDA_HOME = "C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v12.8"
    .\install_env_uv.ps1
    

    After installation, activate the virtual environment (required for every new terminal session):

    .venv\Scripts\Activate.ps1
    

    This also sets the build environment variables (TORCH_CUDA_ARCH_LIST, CUDA_HOME, VS Build Tools paths, etc.) that were persisted during installation.

    Blackwell / RTX 50 series Support

    We support CUDA 12.8 (Blackwell / RTX 50 series) — kindly contributed by @johnnynunez:

    Using the legacy script:

    CUDA_VERSION=12.8.1 ./install_env.sh 3dgrut_cuda12 WITH_GCC11
    

    Or using the UV script:

    FORCE_LOCAL_CUDA=1 CUDA_VERSION=12 ./scripts/create_venv_cuda.sh 3dgrut_cuda12
    source .venv/bin/activate
    ./install_env_uv.sh
    

    Building and Running with Docker

    Build the Docker image:

    docker build --build-arg CUDA_VERSION=12.8.1 -t 3dgrut:cuda12 .
    docker build --build-arg CUDA_VERSION=11.8.0 --build-arg UBUNTU_VERSION=22.04 -t 3dgrut:cuda11 .
    docker buildx build --platform linux/amd64,linux/arm64 --build-arg CUDA_VERSION=13.0.2 -t 3dgrut:cuda13 .
    

    Run it:

    xhost +local:root
    docker run -v --rm -it --gpus=all --net=host --ipc=host -v $PWD:/workspace --runtime=nvidia -e DISPLAY 3dgrut
    

    [!NOTE] Remember to set the DISPLAY environment variable if you are running on a remote server from the command line.

    💻 2. Train 3DGRT or 3DGUT scenes

    We provide different configurations for training using 3DGRT and 3DGUT models on common benchmark datasets. For example, you can download the NeRF Synthetic dataset, the MipNeRF360 dataset, or ScanNet++, and then run one of the following commands:

    # Train Lego with 3DGRT & 3DGUT
    python train.py --config-name apps/nerf_synthetic_3dgrt.yaml path=data/nerf_synthetic/lego out_dir=runs experiment_name=lego_3dgrt
    python train.py --config-name apps/nerf_synthetic_3dgut.yaml path=data/nerf_synthetic/lego out_dir=runs experiment_name=lego_3dgut
    
    # Train Bonsai
    python train.py --config-name apps/colmap_3dgrt.yaml path=data/mipnerf360/bonsai out_dir=runs experiment_name=bonsai_3dgrt dataset.downsample_factor=2
    python train.py --config-name apps/colmap_3dgut.yaml path=data/mipnerf360/bonsai out_dir=runs experiment_name=bonsai_3dgut dataset.downsample_factor=2
    
    # Train Scannet++
    python train.py --config-name apps/scannetpp_3dgrt.yaml path=data/scannetpp/0a5c013435/dslr out_dir=runs experiment_name=0a5c013435_3dgrt
    python train.py --config-name apps/scannetpp_3dgut.yaml path=data/scannetpp/0a5c013435/dslr out_dir=runs experiment_name=0a5c013435_3dgut
    

    Training on NCore v4 datasets

    Set path to your NCore v4 sequence JSON. Data layout and tooling are described in the open-source NCore repository. Training defaults are in configs/dataset/ncore.yaml.

    python train.py --config-name apps/ncore_3dgut.yaml      path=<path>/<sequence-meta>.json out_dir=runs experiment_name=ncore_3dgut
    python train.py --config-name apps/ncore_3dgut_mcmc.yaml path=<path>/<sequence-meta>.json out_dir=runs experiment_name=ncore_3dgut_mcmc
    python train.py --config-name apps/ncore_3dgrt.yaml      path=<path>/<sequence-meta>.json out_dir=runs experiment_name=ncore_3dgrt
    python train.py --config-name apps/ncore_3dgrt_mcmc.yaml path=<path>/<sequence-meta>.json out_dir=runs experiment_name=ncore_3dgrt_mcmc
    # Example overrides: dataset.downsample=0.5 num_workers=8
    

    We also support the MCMC densification strategy and the selective Adam optimizer for 3DGRT and 3DGUT.

    To enable MCMC, use:

    python train.py --config-name apps/colmap_3dgrt_mcmc.yaml path=data/mipnerf360/bonsai out_dir=runs experiment_name=bonsai_3dgrt dataset.downsample_factor=2
    python train.py --config-name apps/colmap_3dgut_mcmc.yaml path=data/mipnerf360/bonsai out_dir=runs experiment_name=bonsai_3dgut dataset.downsample_factor=2
    

    Training with Neural Harmonic Textures (NHT)

    To enable Neural Harmonic Textures (NHT), use:

    python train.py --config-name apps/colmap_3dgrt_mcmc_nht.yaml path=data/mipnerf360/bonsai out_dir=runs experiment_name=bonsai_3dgrt_nht dataset.downsample_factor=2
    python train.py --config-name apps/colmap_3dgut_mcmc_nht.yaml path=data/mipnerf360/bonsai out_dir=runs experiment_name=bonsai_3dgut_nht dataset.downsample_factor=2
    

    To enable selective Adam, use:

    python train.py --config-name apps/colmap_3dgrt.yaml path=data/mipnerf360/bonsai out_dir=runs experiment_name=bonsai_3dgrt dataset.downsample_factor=2 optimizer.type=selective_adam
    python train.py --config-name apps/colmap_3dgut.yaml path=data/mipnerf360/bonsai out_dir=runs experiment_name=bonsai_3dgut dataset.downsample_factor=2 optimizer.type=selective_adam
    

    Post-processing (linear-to-sRGB and PPISP)

    Hydra key: post_processing.method. Values:

    • null (default): no change to rendered RGB before the loss.
    • linear-to-srgb: IEC 61966-2-1 piecewise linear-to-sRGB encoding on pred_rgb.
    • ppisp: physically plausible image signal processing; requires the ppisp package. PPISP learns exposure, color, vignetting, and camera response corrections. When configured with a controller, it can also predict exposure and color latents from each rendered view.

    If you use MCMC and Selective Adam in your research, please cite 3dgs-mcmc, taming-3dgs, and the gSplat library from which the code was adopted (links to the code are provided in the source files).

    [!Note] For ScanNet++, we expect the dataset to be preprocessed using the method described in FisheyeGS.

    [!Note] If you're running from the PyCharm IDE, enable the rich console as follows: Run Configuration > Modify Options > Emulate terminal in output console*

    Using image masks

    In order to use image masks, you need to provide a mask for each image in the dataset. The mask is a grayscale image (0s and 1s) that masks out the parts of the image that should not be used during training, i.e. all the pixels with value 0 will be ignored in the loss computation.

    The provided masks should have the same resolution as their corresponding images and be stored in the same folder with the same name but with _mask.png extension. For example, to mask out the parts of the image path-to-image/image.jpeg, the mask should be stored at path-to-image/image_mask.png.

    NOTE: The masks are only used for loss computation and not for computing the metrics.

    Exporting trained scenes (USD, PLY, NuRec)

    Trained scenes can be exported to USD (ParticleField), NuRec USDZ for Omniverse, or PLY, and transcoded between these formats. The simplest path is to enable export at the end of training:

    python train.py --config-name apps/colmap_3dgut.yaml path=data/mipnerf360/garden/ out_dir=runs experiment_name=garden_3dgut dataset.downsample_factor=2 export_usd.enabled=true
    

    [!NOTE] While Isaac Sim 6.0 supports both the ParticleField (standard USD) schema and the custom NuRec USDZ output, custom NuRec USDZ is going to be deprecated and replaced by ParticleField. Prefer ParticleField for new assets.

    For the full set of export workflows — standalone USD export, PLY ⇄ USD ⇄ NuRec transcoding, PLY→USDZ conversion, adding meshes to USDZ, and PPISP post-processing export — see the export documentation: threedgrut/export/README.md.

    🎥 3. Rendering from Checkpoints

    Evaluate a checkpoint with splatting, the OptiX tracer, or PyTorch:

    python render.py --checkpoint runs/lego/ckpt_last.pt --out-dir outputs/eval
    

    To visualize training progress interactively

    python train.py --config-name apps/nerf_synthetic_3dgut.yaml path=data/nerf_synthetic/lego with_gui=True
    

    [!NOTE] Remember to set the DISPLAY environment variable if you are running on a remote server from the command line.

    Alternatively, use the viser GUI contributed by the community (@tangkangqi):

    python train.py --config-name apps/nerf_synthetic_3dgut.yaml path=data/nerf_synthetic/lego with_viser_gui=True
    

    [!NOTE] Remember to install viser first via pip install viser and forward the port 8080 to your local machine if you are running on a remote server.

    To visualize a pre-trained checkpoint

    python train.py --config-name apps/nerf_synthetic_3dgut.yaml path=data/nerf_synthetic/lego with_gui=True test_last=False export_ingp.enabled=False resume=runs/lego/ckpt_last.pt
    

    On startup, you might see a black screen, but you can use the GUI to navigate to the correct camera views:

    Similarly, you can use the viser GUI by setting with_viser_gui=True instead of with_gui=True.

    📋 4. Evaluations

    We provide scripts to reproduce results reported in publications.

    # Training
    bash ./benchmark/mipnerf360_3dgut.sh <config-yaml>
    # Rendering
    bash ./benchmark/mipnerf360_3dgut_render.sh <results-folder>
    

    NeRF Synthetic Dataset

    bash ./benchmark/nerf_synthetic.sh apps/nerf_synthetic_3dgrt.yaml
    bash ./benchmark/nerf_synthetic_render.sh results/nerf_synthetic
    
    PSNRSSIMTrain (s)FPS
    Chair35.850.988556.4299
    Drums25.870.953462.8389
    Ficus36.570.989331.0465
    Hotdog37.880.986597.0270
    Lego36.700.985469.8360
    Materials30.420.962463.3347
    Mic35.900.992443.4291
    Ship31.730.909510.7360
    Average33.870.971479.3347

    MipNeRF360 Dataset

    bash ./benchmark/mipnerf360.sh apps/colmap_3dgrt.yaml
    bash ./benchmark/mipnerf360_render.sh results/mipnerf360
    
    PSNRSSIMTrain (s)FPS
    Bicycle24.850.748233566
    Bonsai31.950.942338372
    Counter28.470.905324762
    Flowers21.420.615209086
    Garden26.970.852225370
    Kitchen30.130.921483739
    Room30.350.911273473
    Stump26.370.770199573
    Treehill22.080.622241368
    Average27.220.817286968

    NeRF Synthetic Dataset

    bash ./benchmark/nerf_synthetic.sh paper/3dgut/unsorted_nerf_synthetic.yaml
    bash ./benchmark/nerf_synthetic_render.sh results/nerf_synthetic
    
    PSNRSSIMTrain (s)FPS
    Chair35.610.988265.6599
    Drums25.990.953254.1694
    Ficus36.430.988183.51053
    Hotdog38.110.986184.8952
    Lego36.470.984221.7826
    Materials30.390.960194.31000
    Mic36.320.992204.7775
    Ship31.720.908208.5870
    Average33.880.970214.6846

    MipNeRF360 Dataset

    GS Strategy, Unsorted

    bash ./benchmark/mipnerf360.sh paper/3dgut/unsorted_colmap.yaml
    bash ./benchmark/mipnerf360_render.sh results/mipnerf360
    
    PSNRSSIMTrain (s)FPS
    Bicycle25.010.759949.8275
    Bonsai32.460.945485.3362
    Counter29.140.911484.5380
    Flowers21.450.612782.0253
    Garden27.180.856810.2316
    Kitchen31.160.928664.8275
    Room31.630.920448.8370
    Stump26.500.773742.6319
    Treehill22.350.627809.6299
    Average27.430.815686.4317

    MCMC Strategy, Unsorted

    bash ./benchmark/mipnerf360.sh paper/3dgut/unsorted_colmap_mcmc.yaml
    bash ./benchmark/mipnerf360_render.sh results/mipnerf360
    
    PSNRSSIMTrain (s)FPS
    Bicycle25.310.765502.3361
    Bonsai32.510.947670.6274
    Counter29.400.916752.7254
    Flowers21.860.616553.3298
    Garden27.060.852512.7360
    Kitchen31.710.930739.6258
    Room32.040.928643.7313
    Stump27.060.795487.0339
    Treehill23.110.650508.6365
    Average27.780.822596.7308

    GS Strategy, Unsorted, Sparse Adam

    PSNRSSIMTrain (s)FPS
    Bicycle25.040.759835.2-
    Bonsai32.630.945457.1-
    Counter29.120.911468.8-
    Flowers21.550.614741.7-
    Garden27.120.855757.4-
    Kitchen31.370.929639.3-
    Room31.720.921415.2-
    Stump26.580.774695.7-
    Treehill22.300.625749.8-
    Average27.490.815640.0-

    Scannet++ Dataset

    bash ./benchmark/scannetpp.sh paper/3dgut/unsorted_scannetpp.yaml
    bash ./benchmark/scannetpp_render.sh results/scannetpp
    

    [!Note] We followed FisheyeGS's convention to prepare the dataset for fair comparisons.

    PSNRSSIMTrain (s)FPS
    0a5c01343529.670.930292.3389
    8d563fc2cc26.880.912286.1439
    bb87c292ad31.580.941316.9448
    d415cc449b28.120.871394.6483
    e8ea9b4da833.470.954280.8394
    fe1733741f25.600.858355.8450
    Average29.220.911321.1434

    MipNeRF360 Dataset

    RESULT_DIR=results/mipnerf360_3dgut_nht \
        bash ./benchmark/mipnerf360.sh apps/colmap_3dgut_mcmc_nht.yaml
    bash ./benchmark/mipnerf360_render.sh results/mipnerf360_3dgut_nht
    

    Current validation uses 1M primitives, 30k iterations, MCMC, and 48 NHT features.

    PSNRSSIMTrain (s)FPS
    Bicycle25.320.7673177.5230.9
    Bonsai33.650.9515583.5141.4
    Counter29.990.9197229.4120.5
    Flowers21.520.6063916.8179.3
    Garden27.520.8593054.4311.2
    Kitchen32.440.9345852.5162.3
    Room32.610.9315827.3139.6
    Stump26.680.7793155.7213.6
    Treehill23.020.6533225.3219.2
    Average28.080.8224558.0190.9

    MipNeRF360 Dataset

    RESULT_DIR=results/mipnerf360_3dgrt_nht \
        bash ./benchmark/mipnerf360.sh apps/colmap_3dgrt_mcmc_nht.yaml
    bash ./benchmark/mipnerf360_render.sh results/mipnerf360_3dgrt_nht
    

    Current validation uses 1M primitives, 30k iterations, MCMC, and 48 NHT features.

    PSNRSSIMTrain (s)FPS
    Bicycle25.210.7623187.158.1
    Bonsai33.110.9496470.927.4
    Counter29.410.9159095.518.6
    Flowers21.420.6043676.950.9
    Garden27.120.8502864.267.4
    Kitchen31.470.9306025.126.6
    Room31.610.9297548.530.5
    Stump25.610.7442751.549.1
    Treehill23.050.6533405.555.9
    Average27.560.8155002.842.7

    🛝 5. Interactive Playground GUI

    The playground allows interactive exploration of pretrained scenes, with ray-tracing effects such as inserted objects, reflections, refractions, depth of field, and more.

    Run the playground UI to visualize a pretrained scene with:

    python playground.py --gs_object <ckpt_path>
    

    See Playground README for details.

    Update (2025/04): The playground engine is now exposed, and remote rendering is supported; see README for details.

    📦 6. Asset Preparation and Re-export

    This repository includes tools for converting, combining, partitioning, and re-exporting Gaussian assets between PLY, ParticleField USD, and NuRec. See the asset transcoding and re-export documentation.

    📄 7. Contributing

    Contributions are welcome! Please feel free to submit a pull request.

    Formatting uses black and isort. Please run black . --target-version=py311 --line-length=120 --exclude=thirdparty/tiny-cuda-nn and isort . --skip=thirdparty/tiny-cuda-nn --profile=black before submitting a pull request.

    🎓 8. Citations

    @article{loccoz20243dgrt,
        author = {Nicolas Moenne-Loccoz and Ashkan Mirzaei and Or Perel and Riccardo de Lutio and Janick Martinez Esturo and Gavriel State and Sanja Fidler and Nicholas Sharp and Zan Gojcic},
        title = {3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes},
        journal = {ACM Transactions on Graphics and SIGGRAPH Asia},
        year = {2024},
    }
    
    @article{wu20253dgut,
        title={3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting},
        author={Wu, Qi and Martinez Esturo, Janick and Mirzaei, Ashkan and Moenne-Loccoz, Nicolas and Gojcic, Zan},
        journal = {Conference on Computer Vision and Pattern Recognition (CVPR)},
        year={2025}
    }
    
    @article{condor2026nht,
        title={Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstruction},
        author={Condor, Jorge and Moenne-Loccoz, Nicolas and Nimier-David, Merlin and Didyk, Piotr and Gojcic, Zan and Wu, Qi},
        journal = {arXiv preprint arXiv:2604.01204},
        year={2026}
    }
    

    🙏 9. Acknowledgements

    We sincerely thank our colleagues for their valuable contributions to this project.

    Hassan Abu Alhaija, Ronnie Sharif, Beau Perschall and Lars Fabiunke for assistance with assets. Greg Muthler, Magnus Andersson, Maksim Eisenstein, Tanki Zhang, Nathan Morrical, Dietger van Antwerpen and John Burgess for performance feedback. Thomas Müller, Merlin Nimier-David, and Carsten Kolve for inspiration and pointers. Ziyu Chen, Clement Fuji-Tsang, Masha Shugrina, and George Kopanas for technical & experiment assistance, and to Ramana Kiran and Shailesh Mishra for typo fixes.