3DGVRT: Vulkan-Based Mobile Gaussian Ray Tracer
Overview
- Period: May 2025 – June 2025
- Type: Team project
- Objective: Develop and optimize a Vulkan-based Gaussian ray tracer for mobile platforms.
Key Features
- Ported NVIDIA’s 3DGRUT implementation to a Vulkan-based environment.
- Implemented the renderer with both the Vulkan ray-tracing pipeline and the Ray Query extension and compared their performance.
- Removed invalid Gaussian particles generated during training.
Optimization Details
- Subdivided a single bounding-volume hierarchy into three-dimensional cells.
- Applied the following Ray Query optimizations:
- Stored sorted Gaussian-particle results in shared memory.
- Moved a loop from the shader to host-side command-buffer recording, allowing each thread to traverse and sort the full BVH once.
- Collected only pixels with remaining transmittance and executed Ray Query operations for those pixels.
Result
Invalid Particle ElliminationResult image after applying invalid particle eillimination.
Result: View-1
Result: View-2
Result: View-3