Tetrahedron Splatting for 3D Generation
Chun Gu, Zeyu Yang, Zijie Pan, Xiatian Zhu, Li Zhang
摘要
3D representation is essential to the significant advance of 3D generation with 2D diffusion priors. As a flexible representation, NeRF has been first adopted for 3D representation. With density-based volumetric rendering, it however suffers both intensive computational overhead and inaccurate mesh extraction. Using a signed distance field and Marching Tetrahedra, DMTet allows for precise mesh extraction and real-time rendering but is limited in handling large topological changes in meshes, leading to optimization challenges. Alternatively, 3D Gaussian Splatting (3DGS) is favored in both training and rendering efficiency while falling short in mesh extraction. In this work, we introduce a novel 3D representation, Tetrahedron Splatting (TeT-Splatting), that supports easy convergence during optimization, precise mesh extraction, and real-time rendering simultaneously. This is achieved by integrating surface-based volumetric rendering within a structured tetrahedral grid while preserving the desired ability of precise mesh extraction, and a tile-based differentiable tetrahedron rasterizer. Furthermore, we incorporate eikonal and normal consistency regularization terms for the signed distance field to improve generation quality and stability. Critically, our representation can be trained without mesh extraction, making the optimization process easier to converge. Our TeT-Splatting can be readily integrated in existing 3D generation pipelines, along with polygonal mesh for texture optimization. Extensive experiments show that our TeT-Splatting strikes a superior tradeoff among convergence speed, render efficiency, and mesh quality as compared to previous alternatives under varying 3D generation settings.
问问这篇 Paper
智能体会读完全文。
Lune 把这篇 Paper 索引到了每一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。
引用它的顶会 Paper6
- Radiant Foam: Real-Time Differentiable Ray TracingShrisudhan Govindarajan, Daniel Rebain, Kwang Moo Yi, Andrea TagliasacchiICCV 2025 · 被引用 14 次
- Hi3dgen: High-Fidelity 3D Geometry Generation From Images Via Normal BridgingChongjie Ye, Yushuang Wu, Ziteng Lu, Jiahao Chang 等ICCV 2025 · 被引用 11 次
- Splat the Net: Radiance Fields with Splattable Neural Primitivesxilong zhou, Bao-Huy Nguyen, Loïc Magne, Vladislav Golyanik 等ICLR 2026 · 被引用 8 次
- Articulated Kinematics Distillation from Video Diffusion ModelsXuan Li, Qianli Ma, Tsung-Yi Lin, Yongxin Chen 等CVPR 2025
- Soft Anisotropic Diagrams for Differentiable Image RepresentationLaki Iinbor, Zhiyang Dou, Wojciech MatusikSIGGRAPH 2026
它引用的顶会 Paper38
- Learning Transferable Visual Models From Natural Language SupervisionAlec Radford, Jong Wook Kim, Chris Hallacy, Aditya Ramesh 等ICML 2021 · 被引用 47,906 次
- Denoising Diffusion Probabilistic ModelsJonathan Ho, Ajay Jain, Pieter AbbeelNeurIPS 2020 · 被引用 35,902 次
- High-Resolution Image Synthesis with Latent Diffusion ModelsRobin Rombach, Andreas Blattmann, Dominik Lorenz, Patrick Esser 等CVPR 2022 · 被引用 13,123 次
- Photorealistic Text-to-Image Diffusion Models with Deep Language UnderstandingChitwan Saharia, William Chan, Saurabh Saxena, Lala Li 等NeurIPS 2022 · 被引用 8,965 次
- 3D Gaussian Splatting for Real-Time Radiance Field RenderingBernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George DrettakisSIGGRAPH 2023 · 被引用 5,687 次
相关 Paper
- Neural Signed Distance Function Inference through Splatting 3D Gaussians Pulled on Zero-Level SetWenyuan Zhang, Yu-Shen Liu, Zhizhong HanNeurIPS 2024 · 被引用 58 次
- Mesh-Centric Gaussian Splatting for Human Avatar Modelling with Real-time Dynamic Mesh ReconstructionRuiqi Zhang, Jie ChenACM MM 2024 · 被引用 6 次
- Mani-GS: Gaussian Splatting Manipulation with Triangular MeshXiangjun Gao, Xiaoyu Li, Yiyu Zhuang, Qi Zhang 等CVPR 2025
- BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View SynthesisDavid Svitov, Pietro Morerio, Lourdes Agapito, Alessio Del BueICCV 2025 · 被引用 7 次
- MeshSplatting: Differentiable Rendering with Opaque MeshesJan Held, Sanghyun Son, Renaud Vandeghen, Daniel Rebain 等CVPR 2026 · 被引用 25 次
