paper-with-me

Papers

Triangle Splatting SLAM

2026-05-29 · Nicholas Fry, Eric Dexheimer, Kirill Mazur, Paul H. J. Kelly, Andrew J. Davison arxiv

We present a dense RGB-D SLAM system using differentiable triangles as the 3D map representation. While 3D Gaussian Splatting has emerged as the leading method for novel-view synthesis, triangles remain the standard primitive for traditional rendering hardware, game engines, and downstream tasks requiring explicit geometry such as simulation, collision, and editing. Recent offline methods have demonstrated that an unstructured 'triangle soup' can be optimised into a photorealistic mesh via Delaunay triangulation across a set of posed images. Building upon this insight, we present the first dense SLAM system to employ Triangle Splatting to perform both tracking and mapping through online differentiable rendering of a triangle soup. The map can be converted into a connected mesh on-the-fly via restricted Delaunay triangulation, enabling new online capabilities such as mesh deformation and collision checking. On Replica and TUM-RGBD, our system outperforms baselines on 3D geometry, matches the camera-tracking accuracy, and enables online mesh-based scene editing.

📄 PDF Abstract BibTeX arXiv:2605.31419

Code (0)

등록된 구현이 없습니다.

Similar Papers 제목 키워드 기반

Triangle Splatting+: Differentiable Rendering with Opaque Triangles

2025-09-29 · Jan Held, Renaud Vandeghen, Sanghyun Son, Daniel Rebain 외 arxiv

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 …

Novel View Synthesis

Triangle Splatting for Real-Time Radiance Field Rendering

2025-05-25 · Jan Held, Renaud Vandeghen, Adrien Deliege, Abdullah Hamdi 외

The field of computer graphics was revolutionized by models such as Neural Radiance Fields and 3D Gaussian Splatting, displacing triangles as the dominant representation for photogrammetry. In this paper, we argue for a …

GPUNeRFNovel View Synthesis

2D Triangle Splatting for Direct Differentiable Mesh Training

2025-06-23 · Kaifeng Sheng, Zheng Zhou, Yingliang Peng, Qianwei Wang

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 represen…

NeRF

VIGS SLAM: IMU-based Large-Scale 3D Gaussian Splatting SLAM

2025-01-23 · Gyuhyeon Pak, Euntai Kim

Recently, map representations based on radiance fields such as 3D Gaussian Splatting and NeRF, which excellent for realistic depiction, have attracted considerable attention, leading to attempts to combine them with SLAM…

3DGSNeRFPose EstimationSensor Fusion

SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting

2024-03-08 · CVPR 2024 1 · Zhijing Shao, Zhaolong Wang, Zhuang Li, Duotun Wang 외

We present SplattingAvatar, a hybrid 3D representation of photorealistic human avatars with Gaussian Splatting embedded on a triangle mesh, which renders over 300 FPS on a modern GPU and 30 FPS on a mobile device. We dis…

GPU