Triangle Splatting SLAM

Fuente: arXiv
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Auteurs principaux: Fry, Nicholas, Dexheimer, Eric, Mazur, Kirill, Kelly, Paul H. J., Davison, Andrew J.
Format: Preprint
Publié: 2026
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author Fry, Nicholas
Dexheimer, Eric
Mazur, Kirill
Kelly, Paul H. J.
Davison, Andrew J.
author_facet Fry, Nicholas
Dexheimer, Eric
Mazur, Kirill
Kelly, Paul H. J.
Davison, Andrew J.
contents We present a dense RGB-D SLAM system using differentiable triangles as the 3D map representation. While 3D Gaussian Splatting has emerged as the leading method for novel-view synthesis, triangles remain the standard primitive for traditional rendering hardware, game engines, and downstream tasks requiring explicit geometry such as simulation, collision, and editing. Recent offline methods have demonstrated that an unstructured 'triangle soup' can be optimised into a photorealistic mesh via Delaunay triangulation across a set of posed images. Building upon this insight, we present the first dense SLAM system to employ Triangle Splatting to perform both tracking and mapping through online differentiable rendering of a triangle soup. The map can be converted into a connected mesh on-the-fly via restricted Delaunay triangulation, enabling new online capabilities such as mesh deformation and collision checking. On Replica and TUM-RGBD, our system outperforms baselines on 3D geometry, matches the camera-tracking accuracy, and enables online mesh-based scene editing.
format Preprint
id arxiv_https___arxiv_org_abs_2605_31419
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Triangle Splatting SLAM
Fry, Nicholas
Dexheimer, Eric
Mazur, Kirill
Kelly, Paul H. J.
Davison, Andrew J.
Computer Vision and Pattern Recognition
Robotics
We present a dense RGB-D SLAM system using differentiable triangles as the 3D map representation. While 3D Gaussian Splatting has emerged as the leading method for novel-view synthesis, triangles remain the standard primitive for traditional rendering hardware, game engines, and downstream tasks requiring explicit geometry such as simulation, collision, and editing. Recent offline methods have demonstrated that an unstructured 'triangle soup' can be optimised into a photorealistic mesh via Delaunay triangulation across a set of posed images. Building upon this insight, we present the first dense SLAM system to employ Triangle Splatting to perform both tracking and mapping through online differentiable rendering of a triangle soup. The map can be converted into a connected mesh on-the-fly via restricted Delaunay triangulation, enabling new online capabilities such as mesh deformation and collision checking. On Replica and TUM-RGBD, our system outperforms baselines on 3D geometry, matches the camera-tracking accuracy, and enables online mesh-based scene editing.
title Triangle Splatting SLAM
topic Computer Vision and Pattern Recognition
Robotics
url https://arxiv.org/abs/2605.31419