# 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

arXiv: https://arxiv.org/abs/2411.14974 · HTML: https://mlsanity.com/paper/2411.14974/

## Key facts

- Cited by 50 papers in the map (data through 14 Oct 2026).
- Builds on 39 of its 58 references that are in the map.
- First posted on arXiv 22 Nov 2024.

## Builds on (most cited first, 30 of 39)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [pixelNeRF: Neural Radiance Fields from One or Few Images](https://mlsanity.com/paper/2012.02190/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Efficient Geometry-aware 3D Generative Adversarial Networks](https://mlsanity.com/paper/2112.07945/) (2021)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [NeRF++: Analyzing and Improving Neural Radiance Fields](https://mlsanity.com/paper/2010.07492/) (2020)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Putting NeRF on a Diet: Semantically Consistent Few-Shot View Synthesis](https://mlsanity.com/paper/2104.00677/) (2021)
- [Neural 3D Mesh Renderer](https://mlsanity.com/paper/1711.07566/) (2017)
- [Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning](https://mlsanity.com/paper/1904.01786/) (2019)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis](https://mlsanity.com/paper/2302.14859/) (2023)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [BSP-Net: Generating Compact Meshes via Binary Space Partitioning](https://mlsanity.com/paper/1911.06971/) (2019)
- [InfoNeRF: Ray Entropy Minimization for Few-Shot Neural Volume Rendering](https://mlsanity.com/paper/2112.15399/) (2021)
- [Learning Shape Abstractions by Assembling Volumetric Primitives](https://mlsanity.com/paper/1612.00404/) (2016)
- [CvxNet: Learnable Convex Decomposition](https://mlsanity.com/paper/1909.05736/) (2019)
- [HUGS: Holistic Urban 3D Scene Understanding via Gaussian Splatting](https://mlsanity.com/paper/2403.12722/) (2024)
- [Superquadrics Revisited: Learning 3D Shape Parsing beyond Cuboids](https://mlsanity.com/paper/1904.09970/) (2019)

## Built on by (most cited first, 30 of 50)

- [Triangle Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2505.19175/) (2025)
- [Deformable Beta Splatting](https://mlsanity.com/paper/2501.18630/) (2025)
- [LinPrim: Linear Primitives for Differentiable Volumetric Rendering](https://mlsanity.com/paper/2501.16312/) (2025)
- [SuperDec: 3D Scene Decomposition with Superquadric Primitives](https://mlsanity.com/paper/2504.00992/) (2025)
- [Quadratic Gaussian Splatting: High Quality Surface Reconstruction with Second-order Geometric Primitives](https://mlsanity.com/paper/2411.16392/) (2024)
- [Deformable Radial Kernel Splatting](https://mlsanity.com/paper/2412.11752/) (2024)
- [Faster-GS: Analyzing and Improving Gaussian Splatting Optimization](https://mlsanity.com/paper/2602.09999/) (2026)
- [3DGabSplat: 3D Gabor Splatting for Frequency-adaptive Radiance Field Rendering](https://mlsanity.com/paper/2508.05343/) (2025)
- [Radiance Meshes for Volumetric Reconstruction](https://mlsanity.com/paper/2512.04076/) (2025)
- [Splat the Net: Radiance Fields with Splattable Neural Primitives](https://mlsanity.com/paper/2510.08491/) (2025)
- [HaloGS: Loose Coupling of Compact Geometry and Gaussian Splats for 3D Scenes](https://mlsanity.com/paper/2505.20267/) (2025)
- [ConeGS: Error-Guided Densification Using Pixel Cones for Improved Reconstruction With Fewer Primitives](https://mlsanity.com/paper/2511.06810/) (2025)
- [DARB-Splatting: Generalizing Splatting with Decaying Anisotropic Radial Basis Functions](https://mlsanity.com/paper/2501.12369/) (2025)
- [2D Triangle Splatting for Direct Differentiable Mesh Training](https://mlsanity.com/paper/2506.18575/) (2025)
- [Triangle Splatting+: Differentiable Rendering with Opaque Triangles](https://mlsanity.com/paper/2509.25122/) (2025)
- [Universal Beta Splatting](https://mlsanity.com/paper/2510.03312/) (2025)
- [Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries](https://mlsanity.com/paper/2512.13796/) (2025)
- [DiffSoup: Direct Differentiable Rasterization of Triangle Soup for Extreme Radiance Field Simplification](https://mlsanity.com/paper/2603.27151/) (2026)
- [CLM: Removing the GPU Memory Barrier for 3D Gaussian Splatting](https://mlsanity.com/paper/2511.04951/) (2025)
- [PLANING: A Loosely Coupled Triangle-Gaussian Framework for Streaming 3D Reconstruction](https://mlsanity.com/paper/2601.22046/) (2026)
- [Radiant Triangle Soup with Soft Connectivity Forces for 3D Reconstruction and Novel View Synthesis](https://mlsanity.com/paper/2505.23642/) (2025)
- [SVR-GS: Spatially Variant Regularization for Probabilistic Masks in 3D Gaussian Splatting](https://mlsanity.com/paper/2509.11116/) (2025)
- [Robust and High-Fidelity 3D Gaussian Splatting: Fusing Pose Priors and Geometry Constraints for Texture-Deficient Outdoor Scenes](https://mlsanity.com/paper/2511.06765/) (2025)
- [DAV-GSWT: Diffusion-Active-View Sampling for Data-Efficient Gaussian Splatting Wang Tiles](https://mlsanity.com/paper/2602.15355/) (2026)
- [Depth Peeling for High-Fidelity Gaussian-Enhanced Surfel Rendering](https://mlsanity.com/paper/2605.25345/) (2026)
- [Grids Often Outperform Implicit Neural Representations at Compressing Dense Signals](https://mlsanity.com/paper/2506.11139/) (2025)
- [A Bag of Tricks for Efficient Implicit Neural Point Clouds](https://mlsanity.com/paper/2508.19140/) (2025)
- [On the Geometric Accuracy of Implicit and Primitive-based Representations Derived from View Rendering Constraints](https://mlsanity.com/paper/2509.10241/) (2025)
- [Fourier Splatting: Generalized Fourier encoded primitives for scalable radiance fields](https://mlsanity.com/paper/2603.19834/) (2026)
- [3D Skew Gaussian Splatting with Any Camera Trajectory Visualization Engine](https://mlsanity.com/paper/2605.18334/) (2026)

## Abstract (arXiv)

Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as Mip-NeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. Project page: convexsplatting.github.io.
