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2D Triangle Splatting for Direct Differentiable Mesh Training

About

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.

Kaifeng Sheng, Zheng Zhou, Yingliang Peng, Qianwei Wang• 2025

Related benchmarks

TaskDatasetResultRank
Novel View SynthesisMip-NeRF360
PSNR28.18
138
Novel View SynthesisNeRF Synthetic
PSNR33.51
110
Novel View SynthesisTanks&Temples
PSNR23.39
95
Novel View SynthesisMip-NeRF360 (test)--
62
Novel View SynthesisDeep Blending
PSNR29.37
48
Mesh ReconstructionDTU (test)
PSNR29.32
5
3D ReconstructionNeRF Synthetic (test)--
5
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