Tetrahedron Splatting for 3D Generation
Chun Gu, Zeyu Yang, Zijie Pan, Xiatian Zhu, Li Zhang
TL;DR
This work introduces TeT-Splatting, a tetrahedron-based 3D representation that blends surface-based volumetric rendering with a structured tetrahedral grid to enable easy convergence, precise mesh extraction via Marching Tetrahedra, and real-time rendering using a tile-based differentiable rasterizer. The method incorporates eikonal and normal-consistency regularization for the signed distance field and supports training without mesh extraction, allowing seamless integration into existing diffusion-prior-driven 3D pipelines. Through a two-stage workflow, geometry is optimized with TeT-Splatting before texturing a polygonal mesh, achieving superior convergence speed, rendering efficiency, and mesh quality compared to NeRF-, DMTet-, and 3DGS-based approaches under both vanilla and rich diffusion priors. Rich priors further enhance fidelity and speed, yielding favorable CLIP-based metrics and faster geometry optimization, while preserving stable early-stage geometry. Overall, TeT-Splatting offers a practical, scalable solution for high-fidelity 3D content generation that can be integrated into existing 3D pipelines for applications in VR/AR, games, and design workflows.
Abstract
3D representation is essential to the significant advance of 3D generation with 2D diffusion priors. As a flexible representation, NeRF has been first adopted for 3D representation. With density-based volumetric rendering, it however suffers both intensive computational overhead and inaccurate mesh extraction. Using a signed distance field and Marching Tetrahedra, DMTet allows for precise mesh extraction and real-time rendering but is limited in handling large topological changes in meshes, leading to optimization challenges. Alternatively, 3D Gaussian Splatting (3DGS) is favored in both training and rendering efficiency while falling short in mesh extraction. In this work, we introduce a novel 3D representation, Tetrahedron Splatting (TeT-Splatting), that supports easy convergence during optimization, precise mesh extraction, and real-time rendering simultaneously. This is achieved by integrating surface-based volumetric rendering within a structured tetrahedral grid while preserving the desired ability of precise mesh extraction, and a tile-based differentiable tetrahedron rasterizer. Furthermore, we incorporate eikonal and normal consistency regularization terms for the signed distance field to improve generation quality and stability. Critically, our representation can be trained without mesh extraction, making the optimization process easier to converge. Our TeT-Splatting can be readily integrated in existing 3D generation pipelines, along with polygonal mesh for texture optimization. Extensive experiments show that our TeT-Splatting strikes a superior tradeoff among convergence speed, render efficiency, and mesh quality as compared to previous alternatives under varying 3D generation settings.
