Triangle Splatting for Real-Time Radiance Field Rendering
Jan Held, Renaud Vandeghen, Adrien Deliege, Abdullah Hamdi, Silvio Giancola, Anthony Cioppa, Andrea Vedaldi, Bernard Ghanem, Andrea Tagliasacchi, Marc Van Droogenbroeck
TL;DR
Triangle Splatting presents a differentiable renderer that directly optimizes unstructured triangles, reconciling the efficiency of traditional triangle pipelines with end-to-end gradient-based optimization. A novel window function based on a projected triangle's signed-distance field enables precise, bounded, and differentiable blending of triangle contributions. The approach includes adaptive pruning and densification to manage representation capacity and an SfM-based initialization with a comprehensive loss to drive geometry and appearance toward photo-realistic novel-view synthesis. Results show superior perceptual quality and competitive or superior speed compared with non-volumetric primitives and state-of-the-art methods, with strong indoor performance and full compatibility with mesh-based renderers. This work bridges classic graphics and differentiable rendering, enabling real-time, mesh-ready radiance-field reconstruction and rendering with triangles as the fundamental primitive.
Abstract
The field of computer graphics was revolutionized by models such as Neural Radiance Fields and 3D Gaussian Splatting, displacing triangles as the dominant representation for photogrammetry. In this paper, we argue for a triangle comeback. We develop a differentiable renderer that directly optimizes triangles via end-to-end gradients. We achieve this by rendering each triangle as differentiable splats, combining the efficiency of triangles with the adaptive density of representations based on independent primitives. Compared to popular 2D and 3D Gaussian Splatting methods, our approach achieves higher visual fidelity, faster convergence, and increased rendering throughput. On the Mip-NeRF360 dataset, our method outperforms concurrent non-volumetric primitives in visual fidelity and achieves higher perceptual quality than the state-of-the-art Zip-NeRF on indoor scenes. Triangles are simple, compatible with standard graphics stacks and GPU hardware, and highly efficient: for the \textit{Garden} scene, we achieve over 2,400 FPS at 1280x720 resolution using an off-the-shelf mesh renderer. These results highlight the efficiency and effectiveness of triangle-based representations for high-quality novel view synthesis. Triangles bring us closer to mesh-based optimization by combining classical computer graphics with modern differentiable rendering frameworks. The project page is https://trianglesplatting.github.io/
