BG-Triangle: B'ezier Gaussian Triangle for 3D Vectorization and Rendering
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Abstract (arXiv)
Differentiable rendering enables efficient optimization by allowing gradients to be computed through the rendering process, facilitating 3D reconstruction, inverse rendering and neural scene representation learning. To ensure differentiability, existing solutions approximate or re-formulate traditional rendering operations using smooth, probabilistic proxies such as volumes or Gaussian primitives. Consequently, they struggle to preserve sharp edges due to the lack of explicit boundary definitions. We present a novel hybrid representation, B'ezier Gaussian Triangle (BG-Triangle), that combines B'ezier triangle-based vector graphics primitives with Gaussian-based probabilistic models, to maintain accurate shape modeling while conducting resolution-independent differentiable rendering. We present a robust and effective discontinuity-aware rendering technique to reduce uncertainties at object boundaries. We also employ an adaptive densification and pruning scheme for efficient training while reliably handling level-of-detail (LoD) variations. Experiments show that BG-Triangle achieves comparable rendering quality as 3DGS but with superior boundary preservation. More importantly, BG-Triangle uses a much smaller number of primitives than its alternatives, showcasing the benefits of vectorized graphics primitives and the potential to bridge the gap between classic and emerging representations.
Key facts. Cited by 4 papers in the map (data through 14 Oct 2026). Builds on 33 of its 69 references that are in the map. First posted on arXiv 18 Mar 2025.
Builds on
33 of 69 references.
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21 more
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Built on by
Citing papers per year: 2025: 2; 2026: 2.
4 papers.
- 2025Duplex-GS: Proxy-Guided Weighted Blending for Real-Time Order-Independent Gaussian Splattingcited by 5
- 2025Radiant Triangle Soup with Soft Connectivity Forces for 3D Reconstruction and Novel View Synthesiscited by 2
- 2026Difix3D-W: Distractor-Free Few-Shot 3D Gaussian Splatting in the Wildcited by 0
- 20263DGS3: Joint Super Sampling and Frame Interpolation for Real-Time Large-Scale 3DGS Renderingcited by 0
- 20263DGS3: Joint Super Sampling and Frame Interpolation for Real-Time Large-Scale 3DGS Rendering12 May 2026
- 2026Difix3D-W: Distractor-Free Few-Shot 3D Gaussian Splatting in the Wild30 Apr 2026
- 2025Duplex-GS: Proxy-Guided Weighted Blending for Real-Time Order-Independent Gaussian Splatting5 Aug 2025
- 2025Radiant Triangle Soup with Soft Connectivity Forces for 3D Reconstruction and Novel View Synthesis29 May 2025