Explore the mesh reconstructed by 2D Triangle Splatting (2DTS) method on
the Nerf-Synthetic dataset and compare it with other reconstruction
methods like 2D Gaussian Splatting (2DGS) [3] and
Nvdiffrec [4].
Use the controls below to switch among different methods and rendering
options. You can also use the mouse to rotate, zoom, and pan the view.
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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 facelets. This representation naturally forms a discrete mesh-like structure while retaining the benefits of continuous volumetric modeling. By incorporating a compactness parameter into the triangle primitives, we enable direct training of photorealistic meshes. Our experimental results demonstrate that our triangle-based method, in its vanilla version (without compactness tuning), achieves higher fidelity compared to state-of-the-art Gaussian-based methods. Furthermore, our approach produces reconstructed meshes with superior visual quality compared to existing mesh reconstruction methods.
Train colored meshes end-to-end with speeds matching state-of-the-art Gaussian-based methods
Scales to large scenes with thousands of images where traditional mesh reconstruction methods fail
Explore reconstructed triangle splats and meshes with intuitive controls and fluid navigation
Export results in GLB and PLY formats for direct integration with modern game engines
2D Triangle Splatting (2DTS) replaces the Gaussian primitives from 3DGS [1] with triangle primitives and combines the compactness parameter from GES [2] to approximate a solid mesh representation. The triangle primitives are rendered using the splatting and alpha-blending methods introduced in 3DGS. To enable the gradient back-propagation through the rendering process, we use a decaying opacity function based on the barycentric coordinates of each point on the triangle plane. The depth and normal of each primitive can be calculated naturally from the normal of the triangle plane and the depth of the triangle vertices. A normal consistency loss similar to the one used in 2DGS [3] is applied to constrain the rendered normals and depth image.