Triangle Splatting+: Differentiable Rendering with Opaque Triangles
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Abstract (arXiv)
Reconstructing 3D scenes and synthesizing novel views has seen rapid progress in recent years. Neural Radiance Fields demonstrated that continuous volumetric radiance fields can achieve high-quality image synthesis, but their long training and rendering times limit practicality. 3D Gaussian Splatting (3DGS) addressed these issues by representing scenes with millions of Gaussians, enabling real-time rendering and fast optimization. However, Gaussian primitives are not natively compatible with the mesh-based pipelines used in VR headsets, and real-time graphics applications. Existing solutions attempt to convert Gaussians into meshes through post-processing or two-stage pipelines, which increases complexity and degrades visual quality. In this work, we introduce Triangle Splatting+, which directly optimizes triangles, the fundamental primitive of computer graphics, within a differentiable splatting framework. We formulate triangle parametrization to enable connectivity through shared vertices, and we design a training strategy that enforces opaque triangles. The final output is immediately usable in standard graphics engines without post-processing. Experiments on the Mip-NeRF360 and Tanks & Temples datasets show that Triangle Splatting+achieves state-of-the-art performance in mesh-based novel view synthesis. Our method surpasses prior splatting approaches in visual fidelity while remaining efficient and fast to training. Moreover, the resulting semi-connected meshes support downstream applications such as physics-based simulation or interactive walkthroughs. The project page is https://trianglesplatting2.github.io/trianglesplatting2/.
Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). Builds on 30 of its 37 references that are in the map. First posted on arXiv 29 Sep 2025.
Builds on
30 of 37 references.
References · 30
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
- 2024SAM 2: Segment Anything in Images and Videoscited by 2,863
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,032
- 2021Plenoxels: Radiance Fields without Neural Networkscited by 1,613
- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,076
- 2023SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Renderingcited by 616
- 2017Neural 3D Mesh Renderercited by 437
- 2019Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoningcited by 420
- 2024Metric3Dv2: A Versatile Monocular Geometric Foundation Model for Zero-shot Metric Depth and Surface Normal Estimationcited by 395
- 2023Gaussian Grouping: Segment and Edit Anything in 3D Scenescited by 393
- 2022MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architecturescited by 311
- 2024Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenescited by 232
18 more
- 2023BakedSDF: Meshing Neural SDFs for Real-Time View Synthesiscited by 221
- 20243D Gaussian Splatting as Markov Chain Monte Carlocited by 217
- 2023Segment Any 3D Gaussianscited by 161
- 2024RaDe-GS: Rasterizing Depth in Gaussian Splattingcited 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
- 2024Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesiscited by 41
- 2025MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstructioncited by 37
- 2024Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Renderingcited by 35
- 2025Radiant Foam: Real-Time Differentiable Ray Tracingcited by 34
- 2024Simplicits: Mesh-Free, Geometry-Agnostic, Elastic Simulationcited by 27
- 2024Beyond Gaussians: Fast and High-Fidelity 3D Splatting with Linear Kernelscited by 22
- 2025LinPrim: Linear Primitives for Differentiable Volumetric Renderingcited by 21
- 2024Deformable Radial Kernel Splattingcited by 17
- 2024DMesh++: An Efficient Differentiable Mesh for Complex Shapescited by 11
- 2024DMesh: A Differentiable Mesh Representationcited by 9
- 2025HaloGS: Loose Coupling of Compact Geometry and Gaussian Splats for 3D Scenescited by 6
Built on by
Citing papers per year: 2025: 2; 2026: 3.
5 papers.
- 2025Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometriescited by 4
- 2026DiffSoup: Direct Differentiable Rasterization of Triangle Soup for Extreme Radiance Field Simplificationcited by 4
- 2026Radiant Foam Rendering on a Graph Processorcited by 1
- 2025Iterative Motion Compensation for Canonical 3D Reconstruction from UAV Plant Images Captured in Windy Conditionscited by 0
- 2026TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructionscited by 0
- 2026TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions9 Jun 2026
- 2026DiffSoup: Direct Differentiable Rasterization of Triangle Soup for Extreme Radiance Field Simplification28 Mar 2026
- 2026Radiant Foam Rendering on a Graph Processor7 Jan 2026
- 2025Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries15 Dec 2025
- 2025Iterative Motion Compensation for Canonical 3D Reconstruction from UAV Plant Images Captured in Windy Conditions17 Oct 2025