arXiv:2505.19175cs.CV2025-05被引 53

用可微分三角形实现实时高质量视角合成,效率超现有方法。

Triangle Splatting for Real-Time Radiance Field Rendering

  • 将三角形转为可微分点阵,端到端优化网格
  • 在Mip-NeRF360上视觉质量超越同类非体积化方法
  • 单卡实现2400+ FPS,兼容标准图形管线

神经辐射场与3D高斯点阵革新了计算机图形学,取代三角形成为摄影测量主流表示。本文主张三角形回归。我们开发了一种可微分渲染器,通过端到端梯度直接优化三角形。方法将每个三角形渲染为可微分点阵,结合三角形的高效性与独立基元的自适应密度。相比主流2D/3D高斯点阵方法,本方案实现更高视觉保真度、更快收敛速度与更高渲染吞吐量。在Mip-NeRF360数据集上,视觉质量优于同期非体积化基元,室内场景感知质量超过当前最优的Zip-NeRF。三角形结构简单,兼容标准图形栈与GPU硬件,极为高效:以花园场景为例,在1280x720分辨率下实现超过2400 FPS的实时渲染。结果表明,基于三角形的表示在高质量新视角合成中兼具高效性与有效性。该工作推动了基于网格的优化,融合经典计算机图形学与现代可微分渲染框架。

原文摘要 · Abstract (English)

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/

三维重建实时渲染可微分渲染三角形优化

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