# 2D Triangle Splatting for Direct Differentiable Mesh Training

arXiv: https://arxiv.org/abs/2506.18575 · HTML: https://mlsanity.com/paper/2506.18575/

## 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 (most cited first, 30 of 30)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Estimating or Propagating Gradients Through Stochastic Neurons for Conditional Computation](https://mlsanity.com/paper/1308.3432/) (2013)
- [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)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [MVSNet: Depth Inference for Unstructured Multi-view Stereo](https://mlsanity.com/paper/1804.02505/) (2018)
- [Open3D: A Modern Library for 3D Data Processing](https://mlsanity.com/paper/1801.09847/) (2018)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [Deep Marching Tetrahedra: a Hybrid Representation for High-Resolution 3D Shape Synthesis](https://mlsanity.com/paper/2111.04276/) (2021)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [Extracting Triangular 3D Models, Materials, and Lighting From Images](https://mlsanity.com/paper/2111.12503/) (2021)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction](https://mlsanity.com/paper/2406.06521/) (2024)
- [Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes](https://mlsanity.com/paper/2404.10772/) (2024)
- [Learning a Multi-View Stereo Machine](https://mlsanity.com/paper/1708.05375/) (2017)
- [MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyond](https://mlsanity.com/paper/2309.16553/) (2023)
- [Point-Based Multi-View Stereo Network](https://mlsanity.com/paper/1908.04422/) (2019)
- [Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing](https://mlsanity.com/paper/2311.16043/) (2023)
- [Flexible Isosurface Extraction for Gradient-Based Mesh Optimization](https://mlsanity.com/paper/2308.05371/) (2023)
- [Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting](https://mlsanity.com/paper/2403.15530/) (2024)
- [StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering](https://mlsanity.com/paper/2402.00525/) (2024)
- [GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering](https://mlsanity.com/paper/2402.10128/) (2024)
- [3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes](https://mlsanity.com/paper/2411.14974/) (2024)
- [Triangle Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2505.19175/) (2025)
- [Neural Signed Distance Function Inference through Splatting 3D Gaussians Pulled on Zero-Level Set](https://mlsanity.com/paper/2410.14189/) (2024)
- [MetaSapiens: Real-Time Neural Rendering with Efficiency-Aware Pruning and Accelerated Foveated Rendering](https://mlsanity.com/paper/2407.00435/) (2024)
- [TetSphere Splatting: Representing High-Quality Geometry with Lagrangian Volumetric Meshes](https://mlsanity.com/paper/2405.20283/) (2024)
- [MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization](https://mlsanity.com/paper/2502.07754/) (2025)

## Built on by (most cited first, 5 of 5)

- [AniGS: Bridging Rendering and Diffusion Prior for 3D Scene Animation](https://mlsanity.com/paper/2607.18539/) (2026)
- [UTrice: Unifying Primitives in Differentiable Ray Tracing and Rasterization via Triangles for Particle-Based 3D Scenes](https://mlsanity.com/paper/2512.04421/) (2025)
- [Meshtryoshka: Differentiable Rendering of Real-World Scenes via Mesh Rasterization](https://mlsanity.com/paper/2606.28622/) (2026)
- [Elastic Triangle Splatting](https://mlsanity.com/paper/2608.29106/) (2026)
- [MeshSplatBench: A Unified Benchmark for Triangle- and Mesh-Based Neural Rendering](https://mlsanity.com/paper/2609.01306/) (2026)

## 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.
