Lune

CVPR2025顶会

BG-Triangle: Bezier Gaussian Triangle for 3D Vectorization and Rendering

Minye Wu, Haizhao Dai, Kaixin Yao, Tinne Tuytelaars, Jingyi Yu

2025年份

摘要

Differentiable rendering enables efficient optimization by allowing gradients to be computed through the rendering process, facilitating 3D reconstruction, inverse rendering and neural scene representation learning. To ensure differentiability, existing solutions approximate or reformulate traditional rendering operations using smooth, probabilistic proxies such as volumes or Gaussian primitives. Consequently, they struggle to preserve sharp edges due to the lack of explicit boundary definitions. We present a novel hybrid representation, Bézier Gaussian Triangle (BG-Triangle), that combines Bézier triangle-based vector graphics primitives with Gaussian-based probabilistic models, to maintain accurate shape modeling while conducting resolution-independent differentiable rendering. We present a robust and effective discontinuityaware rendering technique to reduce uncertainties at object boundaries. We also employ an adaptive densification and pruning scheme for efficient training while reliably handling level-of-detail (LoD) variations. Experiments show that BG-Triangle achieves comparable rendering quality as 3DGS [27] but with superior boundary preservation. More importantly, BG-Triangle uses a much smaller number of primitives than its alternatives, showcasing the benefits of vectorized graphics primitives and the potential to bridge the gap between classic and emerging representations.

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。

可以从这些问题问起

智能体调用

Luneget_paper_fulltext

在 Lune 里问

免费开始,无需绑卡

它引用的顶会 Paper21

相关 Paper

黄昏的海面,两侧是细线勾勒的悬崖