Triangle Splatting+: Differentiable Rendering with Opaque Triangles
Reconstructing 3D scenes and synthesizing novel views has seen rapid progress
in recent years. Neural Radiance Fields demonstrated that continuous volumetric
radiance fields can achieve high-quality image synthesis, but their long
training and rendering times limit practicality. 3D Gaussian Splatting (3DGS)
addressed these issues by representing scenes with millions of Gaussians,
enabling real-time rendering and fast optimization. However, Gaussian
primitives are not natively compatible with the mesh-based pipelines used in VR
headsets, and real-time graphics applications. Existing solutions attempt to
convert Gaussians into meshes through post-processing or two-stage pipelines,
which increases complexity and degrades visual quality. In this work, we
introduce Triangle Splatting+, which directly optimizes triangles, the
fundamental primitive of computer graphics, within a differentiable splatting
framework. We formulate triangle parametrization to enable connectivity through
shared vertices, and we design a training strategy that enforces opaque
triangles. The final output is immediately usable in standard graphics engines
without post-processing. Experiments on the Mip-NeRF360 and Tanks & Temples
datasets show that Triangle Splatting+achieves state-of-the-art performance in
mesh-based novel view synthesis. Our method surpasses prior splatting
approaches in visual fidelity while remaining efficient and fast to training.
Moreover, the resulting semi-connected meshes support downstream applications
such as physics-based simulation or interactive walkthroughs. The project page
is https://trianglesplatting2.github.io/trianglesplatting2/.
68e3765f73e20ab577842114
Jan Held
68e3765f73e20ab577842115
Renaud Vandeghen
68e3765f73e20ab577842116
Sanghyun Son
68e3765f73e20ab577842117
Daniel Rebain
68e3765f73e20ab577842118
Matheus Gadelha
68e3765f73e20ab577842119
Yi Zhou
68e3765f73e20ab57784211a
Ming C. Lin
68e3765f73e20ab57784211b
Marc Van Droogenbroeck
68e3765f73e20ab57784211c
Andrea Tagliasacchi
Triangle Splatting+: Differentiable Rendering with Opaque Triangles
Reconstructing 3D scenes and synthesizing novel views has seen rapid progress
in recent years. Neural Radiance Fields demonstrated that continuous volumetric
radiance fields can achieve high-quality image synthesis, but their long
training and rendering times limit practicality. 3D Gaussian Splatting (3DGS)
addressed these issues by representing scenes with millions of Gaussians,
enabling real-time rendering and fast optimization. However, Gaussian
primitives are not natively compatible with the mesh-based pipelines used in VR
headsets, and real-time graphics applications. Existing solutions attempt to
convert Gaussians into meshes through post-processing or two-stage pipelines,
which increases complexity and degrades visual quality. In this work, we
introduce Triangle Splatting+, which directly optimizes triangles, the
fundamental primitive of computer graphics, within a differentiable splatting
framework. We formulate triangle parametrization to enable connectivity through
shared vertices, and we design a training strategy that enforces opaque
triangles. The final output is immediately usable in standard graphics engines
without post-processing. Experiments on the Mip-NeRF360 and Tanks & Temples
datasets show that Triangle Splatting+achieves state-of-the-art performance in
mesh-based novel view synthesis. Our method surpasses prior splatting
approaches in visual fidelity while remaining efficient and fast to training.
Moreover, the resulting semi-connected meshes support downstream applications
such as physics-based simulation or interactive walkthroughs. The project page
is https://trianglesplatting2.github.io/trianglesplatting2/.
Triangle Splatting+ optimizes triangles within a differentiable framework for real-time, high-fidelity 3D scene reconstruction and novel view synthesis, compatible with standard graphics engines.
Neural Radiance Fields 3D Gaussian Splatting differentiable splatting triangle parametrization opaque triangles mesh-based novel view synthesis Mip-NeRF360 Tanks & Temples semi-connected meshes physics-based simulation interactive walkthroughs