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Triangle splatting: radiance fields represented by triangles

ath92

created: May 30, 2025, 4:07 a.m. | updated: May 30, 2025, 8:19 p.m.

MethodologyOur rendering pipeline uses 3D triangles as primitives, each defined by three learnable 3D vertices, color, opacity, and a smoothness parameter \( \sigma \). Instead of binary masks, we introduce a smooth window function that softly modulates the triangle's influence across pixels. This function is derived from the 2D signed distance field (SDF) of the triangle, which measures the distance from a pixel \( \mathbf{p} \) to the triangle’s edges. The final window function is:\( I(\mathbf{p}) = \text{ReLU}\left( \frac{\phi(\mathbf{p})}{\phi(\mathbf{s})} \right)^\sigma \)where \( \mathbf{s} \) is the triangle’s incenter, i.e., the point where \( \phi \) is minimized. To render an image, we accumulate contributions from all projected triangles using alpha blending in front-to-back depth order.

2 weeks, 6 days ago: Hacker News: Front Page