用可变形三角形实现非凸场景渲染,实时性与质量双提升。
Deformable Triangle Splatting: Flexible Primitives for Real-Time Radiance Field Rendering

- 每个三角形边加控制点,通过可学习位移实现非凸形状
- 采用重心坐标空间的渲染管线,支持视图一致的连续渲染
- 适合复杂几何结构的实时渲染,尤其适用于真实世界场景
近期的辐射场方法使用二维基元(如高斯盘、三角形)表示场景,虽具表面对齐性和高效光栅化优势,但均依赖凸边界,导致凹或曲面结构需大量基元。本文提出可变形三角形点阵(Deformable Triangle Splatting),在每条边上引入K个控制点,每个点由一个可学习标量位移参数控制,可向内或向外移动边界,从而实现非凸形状表达,同时保留定义3D平面的三个基础顶点。为实现这些非凸基元的可微渲染,设计了基于三角形重心坐标空间的光栅化流程,确保视图一致性;通过绕数测试判断像素是否在基元内部,并结合两个可学习参数(锐度与角部平滑度)及基元级标量不透明度,生成从内部到边界的平滑透明过渡。在多种真实场景中验证,该方法在视觉质量与通用性上超越基于非体素基元的近期工作,同时保持有竞争力的渲染效率。
原文摘要 · Abstract (English)
Recent radiance field methods represent scenes with 2D primitives that offer surface alignment and efficient rasterization, from Gaussian disks to triangles, yet all rely on convex boundaries: curved and concave structures demand excessive primitives. We introduce Deformable Triangle Splatting, which augments each triangle with $K$ control points per edge, each parameterized by a single learnable scalar displacement that shifts the boundary inward or outward, enabling non-convex shape representation while preserving the three base vertices that define the 3D plane. To render these non-convex primitives differentiably, we design a rasterization pipeline in the triangle's barycentric coordinate space, ensuring view-consistent rendering. A winding number test determines whether each pixel lies inside the deformed primitive, and a window function controlled by two learnable parameters, sharpness and corner smoothness, together with a per-primitive scalar opacity, produces the smooth opacity transition from interior to boundary. Validation is done in a variety of real-world scenes, outperforming recent works based on non-volumetric primitives in terms of visual quality and versatility while still achieving competitive rendering efficiency.
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