2D Triangle Splatting for Direct Differentiable Mesh Training
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Abstract (arXiv)
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.
Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). Builds on 30 of its 44 references that are in the map. First posted on arXiv 23 Jun 2025.
Builds on
30 of 44 references.
References · 30
- 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,177
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
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- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,076
- 2018MVSNet: Depth Inference for Unstructured Multi-view Stereocited by 788
- 2018Open3D: A Modern Library for 3D Data Processingcited by 721
- 2023Mip-Splatting: Alias-free 3D Gaussian Splattingcited by 667
- 2021Deep Marching Tetrahedra: a Hybrid Representation for High-Resolution 3D Shape Synthesiscited by 460
- 2020Modular Primitives for High-Performance Differentiable Renderingcited by 441
18 more
- 2021Extracting Triangular 3D Models, Materials, and Lighting From Imagescited by 366
- 2022MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architecturescited by 311
- 2024PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstructioncited by 285
- 2024Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenescited by 232
- 2017Learning a Multi-View Stereo Machinecited by 194
- 2023MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyondcited by 185
- 2019Point-Based Multi-View Stereo Networkcited by 147
- 2023Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracingcited by 142
- 2023Flexible Isosurface Extraction for Gradient-Based Mesh Optimizationcited by 139
- 2024Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splattingcited by 113
- 2024StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Renderingcited by 111
- 2024GES: Generalized Exponential Splatting for Efficient Radiance Field Renderingcited by 92
- 20243D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexescited by 50
- 2025Triangle Splatting for Real-Time Radiance Field Renderingcited by 50
- 2024Neural Signed Distance Function Inference through Splatting 3D Gaussians Pulled on Zero-Level Setcited by 49
- 2024MetaSapiens: Real-Time Neural Rendering with Efficiency-Aware Pruning and Accelerated Foveated Renderingcited by 27
- 2024TetSphere Splatting: Representing High-Quality Geometry with Lagrangian Volumetric Meshescited by 21
- 2025MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initializationcited by 9
Built on by
Citing papers per year: 2025: 1; 2026: 4.
5 papers.
- 2026AniGS: Bridging Rendering and Diffusion Prior for 3D Scene Animationcited by 1
- 2025UTrice: Unifying Primitives in Differentiable Ray Tracing and Rasterization via Triangles for Particle-Based 3D Scenescited by 0
- 2026Meshtryoshka: Differentiable Rendering of Real-World Scenes via Mesh Rasterizationcited by 0
- 2026Elastic Triangle Splattingcited by 0
- 2026MeshSplatBench: A Unified Benchmark for Triangle- and Mesh-Based Neural Renderingcited by 0
- 2026MeshSplatBench: A Unified Benchmark for Triangle- and Mesh-Based Neural Rendering1 Sep 2026
- 2026Elastic Triangle Splatting29 Aug 2026
- 2026AniGS: Bridging Rendering and Diffusion Prior for 3D Scene Animation20 Jul 2026
- 2026Meshtryoshka: Differentiable Rendering of Real-World Scenes via Mesh Rasterization26 Jun 2026
- 2025UTrice: Unifying Primitives in Differentiable Ray Tracing and Rasterization via Triangles for Particle-Based 3D Scenes4 Dec 2025