Triangle Splatting for Real-Time Radiance Field Rendering


2D Gaussian Splatting vs Triangle Splatting
Example 2 After
Triangle Splatting (Ours)
Example 2 Before
2D Gaussian Splatting
Ground truth vs Triangle Splatting
Example 3 After
Triangle Splatting (Ours)
Example 3 Before
Ground truth
Example 2 After
Triangle Splatting (Ours)
Example 2 Before
2D Gaussian Splatting
Example 3 After
Triangle Splatting (Ours)
Example 3 Before
Ground truth
Example 2 After
Triangle Splatting (Ours)
Example 2 Before
2D Gaussian Splatting
Example 3 After
Triangle Splatting (Ours)
Example 3 Before
Ground truth

Triangle Splatting achieves high-quality novel view synthesis and fast rendering by representing scenes with triangles. In contrast, the inherent softness of Gaussian primitives often leads to blurring and a loss of fine details, for example, beneath the bench or at the room’s door, whereas Triangle Splatting preserves sharp edges and accurately captures fine details.


Geometry accuracy

Example 2 After
RGB image
Example 2 Before
Normal map
Example 3 After
RGB image
Example 3 Before
Normal map

The triangles are well aligned with the underlying geometry. All triangles share a consistent orientation and lie flat on the surface.


More Visual Results

Triangle Splatting (Ours)
3D Gaussian Splatting
Triangle Splatting (Ours)
3D Convex Splatting

Triangle Splatting produces sharper and more detailed images. Notably, it renders the flowers and the background with greater realism and captures finer details compared to 3DGS or 3DCS. (If the videos appear out of sync, please reload the page to ensure proper alignment. )


Byproduct of the Triangle-Based Representation

Triangle Splatting unifies differentiable scene optimization with traditional graphics pipelines. The triangle soup is compatible with any mesh-based renderer, enabling seamless integration into traditional graphics pipelines. In a game engine, we render at 2400+ FPS at 1280×720 resolution on an RTX4090.

The current visuals are rendered without shaders and were not specifically trained or optimized for game engine fidelity, which accounts for the limited visual quality. Nevertheless, it demonstrates an important first step toward the direct integration of radiance fields into interactive 3D environments. Future work could explore training strategies specifically tailored to maximize visual fidelity in mesh-based renderers, paving the way for seamless integration of reconstructed scenes into standard game engines for real-time applications such as AR/VR or interactive simulations.