GSplat: Initial rendering support for Cycles

Based on the "Stochastic ray tracing of transparent 3D Gaussians" paper
by Xin Sun et. al. The basic idea: perform stochastic intersection with
the Gaussian splat based on its transparency.

Gaussian splats are implemented as a dedicated primitive type, but it
shares the same layout for position and radius as points, so a lot of
existing functions (positions, attributes, etc) work for both points
and splats.

For the Embree and hardware intersection it is implemented as a custom
primitive type.

The choice of using bounding spheres mainly comes from a balance between
performance and memory usage. More ideal would be to use OBB, but it is
not supported for custom primitive types in Embree and GPU HW-RT on all
backends.

There is a known limitation that comes from the fact that the datasets
are trained in sRGB space and Cycles work in Linear space: areas with
low opacity and high radiance render noticeably differently from the
ground-truth implementation.

Ref #159470

Pull Request: https://projects.blender.org/blender/blender/pulls/163103
This commit is contained in:
Sergey Sharybin 2026-09-15 11:55:12 +02:00 • committed by Sergey Sharybin
parent 1bd98e9649
commit 819d52f3d2
55 changed files with 1697 additions and 79 deletions

View file

@ -925,6 +925,7 @@ if((WITH_CYCLES OR WITH_GPU_RENDER_TESTS) AND TEST_SRC_DIR_EXISTS)
camera
colorspace
bsdf
gsplat
hair
image_colorspace
image_data_types

View file

@ -351,6 +351,11 @@ def main():
# OSL blackbody output is a little different.
if (test_dir_name in {'colorspace'}):
report.set_fail_threshold(0.05)
# Keeping Gaussian splats rendered exactly the same on CPU and GPU is
# tricky due to stochastic nature of the algorithm.
if (test_dir_name in {'gsplat'}):
report.set_fail_threshold(0.05)
report.set_fail_percent(4)
ok = report.run(args.testdir, args.blender, get_arguments, batch=args.batch)

View file

@ -82,6 +82,7 @@ BLOCKLIST = [
"image_mipmap_world_sun.blend",
### Cycles only tests go here ###
"gsplat.*.blend",
]
BLOCKLIST_METAL = [

View file

@ -50,6 +50,8 @@ BLOCKLIST_HYDRA = [
"many_lights.blend",
# The result differs between platforms
"principled_bsdf_dispersion.blend",
# No Gaussian splat rendering in hydra.
"gsplat_.*.blend",
]
BLOCKLIST_USD = [
@ -70,6 +72,8 @@ BLOCKLIST_USD = [
"osl_camera_.*.blend",
# The result in incorrect
"principled_bsdf_dispersion.blend",
# No Gaussian splat rendering in hydra.
"gsplat_.*.blend",
]
# Metal support in Storm is no as good as OpenGL, though this needs to be