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arxiv: 2411.14974 · v3 · pith:33RZUOQP · submitted 2024-11-22 · cs.CV

3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

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classification cs.CV
keywords convexprimitivessplattinggaussiansnovelradiancereconstructionrendering
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Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as Mip-NeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. Project page: convexsplatting.github.io.

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Cited by 2 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. 2D Triangle Splatting for Direct Differentiable Mesh Training

    cs.CV 2025-06 unverdicted novelty 7.0

    2D Triangle Splatting uses 2D triangles instead of 3D Gaussians to enable differentiable optimization that yields opaque mesh-like reconstructions with competitive visual quality.

  2. 3D Skew Gaussian Splatting with Any Camera Trajectory Visualization Engine

    cs.CV 2026-05 unverdicted novelty 6.0

    3D Skew Gaussian Splatting extends standard 3D Gaussian Splatting with skew primitives, enhanced opacity, depth-aware densification, and a re-derived CUDA pipeline for a free-camera visualization engine.