Saved in:
Bibliographic Details
Main Authors: Held, Jan, Vandeghen, Renaud, Son, Sanghyun, Rebain, Daniel, Gadelha, Matheus, Zhou, Yi, Lin, Ming C., Van Droogenbroeck, Marc, Tagliasacchi, Andrea
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2509.25122
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866918150766854144
author Held, Jan
Vandeghen, Renaud
Son, Sanghyun
Rebain, Daniel
Gadelha, Matheus
Zhou, Yi
Lin, Ming C.
Van Droogenbroeck, Marc
Tagliasacchi, Andrea
author_facet Held, Jan
Vandeghen, Renaud
Son, Sanghyun
Rebain, Daniel
Gadelha, Matheus
Zhou, Yi
Lin, Ming C.
Van Droogenbroeck, Marc
Tagliasacchi, Andrea
contents 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/.
format Preprint
id arxiv_https___arxiv_org_abs_2509_25122
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Triangle Splatting+: Differentiable Rendering with Opaque Triangles
Held, Jan
Vandeghen, Renaud
Son, Sanghyun
Rebain, Daniel
Gadelha, Matheus
Zhou, Yi
Lin, Ming C.
Van Droogenbroeck, Marc
Tagliasacchi, Andrea
Computer Vision and Pattern Recognition
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/.
title Triangle Splatting+: Differentiable Rendering with Opaque Triangles
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2509.25122