用可微三角形直接建模3D场景,实现高质量实时渲染。
Triangle Splatting+: Differentiable Rendering with Opaque Triangles
- 用可微三角形替代高斯点,直接优化网格基础几何。
- 在Mip-NeRF360等数据集上达到顶尖视觉质量,训练快且渲染实时。
- 输出即用型网格,适合游戏、VR等实时图形应用。
近年来,3D场景重建与新视角合成进展迅速。神经辐射场虽能生成高质量图像,但训练与渲染耗时长,实用性受限。3D高斯溅射(3DGS)通过数百万高斯点表示场景,实现实时渲染与快速优化,但其无法原生适配基于网格的虚拟现实设备与实时图形管线。现有方法需通过后处理或两阶段流程将高斯转换为网格,增加复杂度并降低画质。本文提出Triangle Splatting+,在可微溅射框架中直接优化三角形这一计算机图形学基本单元。通过设计三角形参数化以共享顶点实现连通性,并采用强制不透明三角形的训练策略。最终输出可直接用于标准图形引擎,无需后处理。在Mip-NeRF360和Tanks & Temples数据集上的实验表明,该方法在基于网格的新视角合成中达到当前最优性能,在视觉保真度上超越先前溅射方法,同时保持高效训练速度。所得半连通网格支持物理模拟、交互式漫游等下游应用。
原文摘要 · Abstract (English)
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/.
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