LinPrim: Linear Primitives for Differentiable Volumetric Rendering
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Abstract (arXiv)
Volumetric rendering has become central to modern novel view synthesis methods, which use differentiable rendering to optimize 3D scene representations directly from observed views. While many recent works build on NeRF or 3D Gaussians, we explore an alternative volumetric scene representation. More specifically, we introduce two new scene representations based on linear primitives - octahedra and tetrahedra - both of which define homogeneous volumes bounded by triangular faces. To optimize these primitives, we present a differentiable rasterizer that runs efficiently on GPUs, allowing end-to-end gradient-based optimization while maintaining real-time rendering capabilities. Through experiments on real-world datasets, we demonstrate comparable performance to state-of-the-art volumetric methods while requiring fewer primitives to achieve similar reconstruction fidelity. Our findings deepen the understanding of 3D representations by providing insights into the fidelity and performance characteristics of transparent polyhedra and suggest that adopting novel primitives can expand the available design space.
Key facts. Cited by 21 papers in the map (data through 13 Oct 2026). Builds on 26 of its 35 references that are in the map. First posted on arXiv 27 Jan 2025.
Builds on
26 of 35 references.
References · 26
- 2014Adam: A Method for Stochastic Optimizationcited by 37,093
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,170
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,712
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,021
- 2021Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fieldscited by 1,958
- 2021NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstructioncited by 1,706
- 2020D-NeRF: Neural Radiance Fields for Dynamic Scenescited by 1,462
- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,070
- 2023DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creationcited by 839
- 2023ScanNet++: A High-Fidelity Dataset of 3D Indoor Scenescited by 752
- 2019Differentiable Volumetric Rendering: Learning Implicit 3D Representations without 3D Supervisioncited by 699
- 2023Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fieldscited by 669
14 more
- 2023Mip-Splatting: Alias-free 3D Gaussian Splattingcited by 663
- 2022Point-NeRF: Point-based Neural Radiance Fieldscited by 503
- 2023GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splattingcited by 333
- 2022MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architecturescited by 311
- 2022NeRF-Editing: Geometry Editing of Neural Radiance Fieldscited by 216
- 20243D Gaussian Splatting as Markov Chain Monte Carlocited by 214
- 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 210
- 2021Point-Based Neural Rendering with Per-View Optimizationcited by 190
- 2023Delicate Textured Mesh Recovery from NeRF via Adaptive Surface Refinementcited by 106
- 20243D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexescited by 50
- 2024EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesiscited by 47
- 2024Beyond Gaussians: Fast and High-Fidelity 3D Splatting with Linear Kernelscited by 22
- 2024Efficient Scene Modeling via Structure-Aware and Region-Prioritized 3D Gaussianscited by 14
- 2024Mesh2NeRF: Direct Mesh Supervision for Neural Radiance Field Representation and Generationcited by 5
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Citing papers per year: 2025: 11; 2026: 10.
21 papers.
Sort:
- 2025Triangle Splatting for Real-Time Radiance Field Renderingcited by 50
- 2026Faster-GS: Analyzing and Improving Gaussian Splatting Optimizationcited by 13
- 2025MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initializationcited by 9
- 2025Splat the Net: Radiance Fields with Splattable Neural Primitivescited by 7
- 2025Radiance Meshes for Volumetric Reconstructioncited by 7
- 2025Triangle Splatting+: Differentiable Rendering with Opaque Trianglescited by 5
- 2025ConeGS: Error-Guided Densification Using Pixel Cones for Improved Reconstruction With Fewer Primitivescited by 5
- 2025ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstructioncited by 4
- 2025Radiant Triangle Soup with Soft Connectivity Forces for 3D Reconstruction and Novel View Synthesiscited by 2
- 2025SVR-GS: Spatially Variant Regularization for Probabilistic Masks in 3D Gaussian Splattingcited by 2
- 2025REdiSplats: Ray Tracing for Editable Gaussian Splattingcited by 1
- 2025A Bag of Tricks for Efficient Implicit Neural Point Cloudscited by 1
9 more
- 2026Radiant Foam Rendering on a Graph Processorcited by 1
- 2026Confidence-Based Mesh Extraction from 3D Gaussianscited by 1
- 2026DVSM: Decoder-only View Synthesis Model Done Rightcited by 1
- 2026DiffBMP: Differentiable Rendering with Bitmap Primitivescited by 0
- 2026MLP Splatting: Object-Centric Neural Fieldscited by 0
- 2026XPR: An Extensible Cross-Platform Point-Based Differentiable Renderercited by 0
- 2026Deformable Triangle Splatting: Flexible Primitives for Real-Time Radiance Field Renderingcited by 0
- 2026Differentiable Voronoi Ray Tracing Beyond Rasterization Speedscited by 0
- 2026Compact Neural Appearance Models for Efficient Gaussian Splattingcited by 0
- 2026Compact Neural Appearance Models for Efficient Gaussian Splatting4 Sep 2026
- 2026Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds18 Aug 2026
- 2026Deformable Triangle Splatting: Flexible Primitives for Real-Time Radiance Field Rendering24 Jul 2026
- 2026XPR: An Extensible Cross-Platform Point-Based Differentiable Renderer10 Jun 2026
- 2026MLP Splatting: Object-Centric Neural Fields2 Jun 2026
- 2026DVSM: Decoder-only View Synthesis Model Done Right28 May 2026
- 2026Confidence-Based Mesh Extraction from 3D Gaussians25 Mar 2026
- 2026DiffBMP: Differentiable Rendering with Bitmap Primitives26 Feb 2026
- 2026Faster-GS: Analyzing and Improving Gaussian Splatting Optimization10 Feb 2026
- 2026Radiant Foam Rendering on a Graph Processor7 Jan 2026
- 2025Radiance Meshes for Volumetric Reconstruction3 Dec 2025
- 2025ConeGS: Error-Guided Densification Using Pixel Cones for Improved Reconstruction With Fewer Primitives10 Nov 2025
9 more
- 2025Splat the Net: Radiance Fields with Splattable Neural Primitives9 Oct 2025
- 2025Triangle Splatting+: Differentiable Rendering with Opaque Triangles29 Sep 2025
- 2025SVR-GS: Spatially Variant Regularization for Probabilistic Masks in 3D Gaussian Splatting14 Sep 2025
- 2025ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstruction3 Sep 2025
- 2025A Bag of Tricks for Efficient Implicit Neural Point Clouds26 Aug 2025
- 2025Radiant Triangle Soup with Soft Connectivity Forces for 3D Reconstruction and Novel View Synthesis29 May 2025
- 2025Triangle Splatting for Real-Time Radiance Field Rendering25 May 2025
- 2025REdiSplats: Ray Tracing for Editable Gaussian Splatting15 Mar 2025
- 2025MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization11 Feb 2025
- 2025Triangle Splatting for Real-Time Radiance Field Renderingcited by 50
- 2026Faster-GS: Analyzing and Improving Gaussian Splatting Optimizationcited by 13
- 2025MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initializationcited by 9
- 2025Splat the Net: Radiance Fields with Splattable Neural Primitivescited by 7
- 2025Radiance Meshes for Volumetric Reconstructioncited by 7
- 2025Triangle Splatting+: Differentiable Rendering with Opaque Trianglescited by 5
- 2025ConeGS: Error-Guided Densification Using Pixel Cones for Improved Reconstruction With Fewer Primitivescited by 5
- 2025ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstructioncited by 4
- 2025Radiant Triangle Soup with Soft Connectivity Forces for 3D Reconstruction and Novel View Synthesiscited by 2
- 2025SVR-GS: Spatially Variant Regularization for Probabilistic Masks in 3D Gaussian Splattingcited by 2
- 2025REdiSplats: Ray Tracing for Editable Gaussian Splattingcited by 1
- 2025A Bag of Tricks for Efficient Implicit Neural Point Cloudscited by 1
12 most cited of 21 All 21 (JSON)
- 2026Compact Neural Appearance Models for Efficient Gaussian Splatting4 Sep 2026
- 2026Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds18 Aug 2026
- 2026Deformable Triangle Splatting: Flexible Primitives for Real-Time Radiance Field Rendering24 Jul 2026
- 2026XPR: An Extensible Cross-Platform Point-Based Differentiable Renderer10 Jun 2026
- 2026MLP Splatting: Object-Centric Neural Fields2 Jun 2026
- 2026DVSM: Decoder-only View Synthesis Model Done Right28 May 2026
- 2026Confidence-Based Mesh Extraction from 3D Gaussians25 Mar 2026
- 2026DiffBMP: Differentiable Rendering with Bitmap Primitives26 Feb 2026
- 2026Faster-GS: Analyzing and Improving Gaussian Splatting Optimization10 Feb 2026
- 2026Radiant Foam Rendering on a Graph Processor7 Jan 2026
- 2025Radiance Meshes for Volumetric Reconstruction3 Dec 2025
- 2025ConeGS: Error-Guided Densification Using Pixel Cones for Improved Reconstruction With Fewer Primitives10 Nov 2025
12 newest of 21 All 21 (JSON)