Triangle Splatting for Real-Time Radiance Field Rendering

Fuente: arXiv
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Main Authors: Held, Jan, Vandeghen, Renaud, Deliege, Adrien, Hamdi, Abdullah, Giancola, Silvio, Cioppa, Anthony, Vedaldi, Andrea, Ghanem, Bernard, Tagliasacchi, Andrea, Van Droogenbroeck, Marc
Format: Preprint
Published: 2025
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author Held, Jan
Vandeghen, Renaud
Deliege, Adrien
Hamdi, Abdullah
Giancola, Silvio
Cioppa, Anthony
Vedaldi, Andrea
Ghanem, Bernard
Tagliasacchi, Andrea
Van Droogenbroeck, Marc
author_facet Held, Jan
Vandeghen, Renaud
Deliege, Adrien
Hamdi, Abdullah
Giancola, Silvio
Cioppa, Anthony
Vedaldi, Andrea
Ghanem, Bernard
Tagliasacchi, Andrea
Van Droogenbroeck, Marc
contents The field of computer graphics was revolutionized by models such as Neural Radiance Fields and 3D Gaussian Splatting, displacing triangles as the dominant representation for photogrammetry. In this paper, we argue for a triangle comeback. We develop a differentiable renderer that directly optimizes triangles via end-to-end gradients. We achieve this by rendering each triangle as differentiable splats, combining the efficiency of triangles with the adaptive density of representations based on independent primitives. Compared to popular 2D and 3D Gaussian Splatting methods, our approach achieves higher visual fidelity, faster convergence, and increased rendering throughput. On the Mip-NeRF360 dataset, our method outperforms concurrent non-volumetric primitives in visual fidelity and achieves higher perceptual quality than the state-of-the-art Zip-NeRF on indoor scenes. Triangles are simple, compatible with standard graphics stacks and GPU hardware, and highly efficient: for the \textit{Garden} scene, we achieve over 2,400 FPS at 1280x720 resolution using an off-the-shelf mesh renderer. These results highlight the efficiency and effectiveness of triangle-based representations for high-quality novel view synthesis. Triangles bring us closer to mesh-based optimization by combining classical computer graphics with modern differentiable rendering frameworks. The project page is https://trianglesplatting.github.io/
format Preprint
id arxiv_https___arxiv_org_abs_2505_19175
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Triangle Splatting for Real-Time Radiance Field Rendering
Held, Jan
Vandeghen, Renaud
Deliege, Adrien
Hamdi, Abdullah
Giancola, Silvio
Cioppa, Anthony
Vedaldi, Andrea
Ghanem, Bernard
Tagliasacchi, Andrea
Van Droogenbroeck, Marc
Computer Vision and Pattern Recognition
The field of computer graphics was revolutionized by models such as Neural Radiance Fields and 3D Gaussian Splatting, displacing triangles as the dominant representation for photogrammetry. In this paper, we argue for a triangle comeback. We develop a differentiable renderer that directly optimizes triangles via end-to-end gradients. We achieve this by rendering each triangle as differentiable splats, combining the efficiency of triangles with the adaptive density of representations based on independent primitives. Compared to popular 2D and 3D Gaussian Splatting methods, our approach achieves higher visual fidelity, faster convergence, and increased rendering throughput. On the Mip-NeRF360 dataset, our method outperforms concurrent non-volumetric primitives in visual fidelity and achieves higher perceptual quality than the state-of-the-art Zip-NeRF on indoor scenes. Triangles are simple, compatible with standard graphics stacks and GPU hardware, and highly efficient: for the \textit{Garden} scene, we achieve over 2,400 FPS at 1280x720 resolution using an off-the-shelf mesh renderer. These results highlight the efficiency and effectiveness of triangle-based representations for high-quality novel view synthesis. Triangles bring us closer to mesh-based optimization by combining classical computer graphics with modern differentiable rendering frameworks. The project page is https://trianglesplatting.github.io/
title Triangle Splatting for Real-Time Radiance Field Rendering
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2505.19175