Comment by sorenjan
6 hours ago
Does anyone know why triangle splatting never took off? I would think it would be much more suited to GPU rendering.
6 hours ago
Does anyone know why triangle splatting never took off? I would think it would be much more suited to GPU rendering.
Not substantially faster as your still drawing roughly the same number of primitives (Gaussians are rendered as a quad covering the splat area), and the extra cost in shading isn't that expensive compared to all the fragment samples / depth tests. Triangles also tend to be less effective at modelling most real world 3D scenes. In most cases I tried, it required more primitives, longer training, and ultimately lower FPS and PSNR than 3DGS. Other methods like PSGR also helped push 3DGS to better fit real world geometry. Triangle splatting and its variants do not generate clean efficient meshes like what you might be used to with a modelled scene [0].
[0]: https://meshsplatting.github.io/viewer/
It still might, at least in some niches? The paper is not that old.
It's more than year old, that's pretty old in this fast moving space. I guess it's possible it will get more popular, but I haven't seen it get any traction at all, gaussian splats however are getting more and more development and adoption.
https://arxiv.org/abs/2505.19175
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