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3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting

CVPR 2025 · 3D vision › Gaussian splatting · approach: Regularization and primitive design for 3DGS · 33 citations (OpenAlex)

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Replaces 3DGS's EWA linearized splatting with an Unscented Transform over sigma points and evaluates particles in 3D, enabling rasterized rendering with distorted cameras, rolling shutter, and hybrid secondary-ray tracing.

Problem

3DGS rasterization relies on first-order EWA linearization, which limits it to pinhole cameras with approximation errors under distortion, cannot model time-dependent effects like rolling shutter, and cannot trace secondary rays for reflections and refractions.

Approach

Approximate each 3D Gaussian with sigma points that are projected exactly through any nonlinear camera function and re-fit a 2D Gaussian via the Unscented Transform (no Jacobians), and evaluate particle response in 3D at the max-response point along the ray, aligning with 3DGRT so the same representation can be rasterized and ray-traced.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use 3DGUT with the Unscented Transform for nonlinear camera projection3D Gaussian Splatting · Scannet++PSNR: 28.15 -> 29.11Helped
Train on the original distorted views rather than undistorted views3DGUT · Distorted fisheye viewsvisual qualityHelped
Use per-ray sorting (ablation)3DGUT · MipNeRF360SSIM: 0.810 -> 0.812Helped
Use per-ray sorting (ablation)3DGUT · Tanks & TemplesPSNR: 23.21 -> 22.90Hurt

Surprising findings

Limitations

Experimental setup

Datasets: MipNeRF360 Tanks & Temples ScanNet++ Waymo

Benchmarks: MipNeRF360 Tanks & Temples ScanNet++ Waymo

Metrics: PSNR SSIM LPIPS FPS

Baselines: 3DGS StopThePop 3DGRT EVER ZipNeRF FisheyeGS

Builds on: 3D Gaussian Splatting 3DGRT EWA splatting Unscented Transform StopThePop

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