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Autori principali: Sheng, Kaifeng, Zhou, Zheng, Peng, Yingliang, Wang, Qianwei
Natura: Preprint
Pubblicazione: 2025
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Accesso online:https://arxiv.org/abs/2506.18575
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author Sheng, Kaifeng
Zhou, Zheng
Peng, Yingliang
Wang, Qianwei
author_facet Sheng, Kaifeng
Zhou, Zheng
Peng, Yingliang
Wang, Qianwei
contents Differentiable rendering with 3D Gaussian primitives has emerged as a powerful method for reconstructing high-fidelity 3D scenes from multi-view images. While it offers improvements over NeRF-based methods, this representation still encounters challenges with rendering speed and advanced rendering effects, such as relighting and shadow rendering, compared to mesh-based models. In this paper, we propose 2D Triangle Splatting (2DTS), a novel method that replaces 3D Gaussian primitives with 2D triangle primitives. This representation naturally forms a discrete mesh-like structure while retaining the benefits of continuous volumetric modeling. Through the incorporation and controlled annealing of a compactness parameter, our method maintains differentiability during training while producing triangle meshes with fully opaque faces at the end of optimization without the need for additional post-processing. Experimental results demonstrate that our triangle-based representation achieves competitive visual quality with Gaussian-based methods while providing a more direct bridge to mesh-based representations. Our method bridges the gap between differentiable rendering and traditional mesh-based rendering, offering a promising solution for applications requiring renderable mesh-like reconstructions. Please visit our project page at https://gaoderender.github.io/triangle-splatting.
format Preprint
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publishDate 2025
record_format arxiv
spellingShingle 2D Triangle Splatting for Direct Differentiable Mesh Training
Sheng, Kaifeng
Zhou, Zheng
Peng, Yingliang
Wang, Qianwei
Computer Vision and Pattern Recognition
Differentiable rendering with 3D Gaussian primitives has emerged as a powerful method for reconstructing high-fidelity 3D scenes from multi-view images. While it offers improvements over NeRF-based methods, this representation still encounters challenges with rendering speed and advanced rendering effects, such as relighting and shadow rendering, compared to mesh-based models. In this paper, we propose 2D Triangle Splatting (2DTS), a novel method that replaces 3D Gaussian primitives with 2D triangle primitives. This representation naturally forms a discrete mesh-like structure while retaining the benefits of continuous volumetric modeling. Through the incorporation and controlled annealing of a compactness parameter, our method maintains differentiability during training while producing triangle meshes with fully opaque faces at the end of optimization without the need for additional post-processing. Experimental results demonstrate that our triangle-based representation achieves competitive visual quality with Gaussian-based methods while providing a more direct bridge to mesh-based representations. Our method bridges the gap between differentiable rendering and traditional mesh-based rendering, offering a promising solution for applications requiring renderable mesh-like reconstructions. Please visit our project page at https://gaoderender.github.io/triangle-splatting.
title 2D Triangle Splatting for Direct Differentiable Mesh Training
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2506.18575