arXiv:2506.18575cs.CV2025-06被引 6

用2D三角形替代3D高斯,实现可微分网格重建。

2D Triangle Splatting for Direct Differentiable Mesh Training

  • 用2D三角形替代3D高斯,构建离散网格结构。
  • 训练后直接生成全透明面的三角网格,无需后处理。
  • 适合需要可渲染网格的三维重建应用。

基于3D高斯的可微分渲染已成为从多视角图像重建高保真3D场景的强大方法。尽管相比NeRF类方法有改进,但其在渲染速度和光照、阴影等高级渲染效果方面仍逊于基于网格的模型。本文提出2D三角形点阵(2D Triangle Splatting, 2DTS),用2D三角形替代3D高斯原语。该表示法自然形成离散网格结构,同时保留连续体素建模优势。通过引入并控制紧致性参数的退火机制,方法在训练中保持可微性,最终优化得到完全不透明面的三角网格,无需额外后处理。实验表明,该三角形表示在视觉质量上与高斯方法相当,且更直接地衔接传统网格渲染。本方法弥合了可微分渲染与传统网格渲染之间的差距,为需要可渲染网格重建的应用提供了有效方案。

原文摘要 · Abstract (English)

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.

可微分渲染网格重建3D重建

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