Share your thoughts, 1 month free Claude Pro on usSee more
WorkDL logo mark

Triangle Splatting SLAM

About

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.

Nicholas Fry, Eric Dexheimer, Kirill Mazur, Paul H. J. Kelly, Andrew J. Davison (2) __INSTITUTION_5__ Software Performance Optimisation Group, Imperial College London, (2) Department of Computing, Imperial College London)• 2026

Related benchmarks

TaskDatasetResultRank
Novel View SynthesisReplica
PSNR31.33
198
Camera TrackingReplica
Rotation Error (rm-0)0.36
48
Depth EstimationReplica--
6
Surface ReconstructionReplica
CD (r0)1
5
Mesh GenerationReplica
R0 Error9.04
3
Showing 5 of 5 rows

Other info

Follow for update