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Triangle splatting: radiance fields represented by triangles
Triangle Splatting for Real-Time Radiance Field Rendering, 2025.
On the Mip-NeRF360 dataset, our method outperforms concurrent non-volumetric primitives in visual fidelity and achieves higher perceptual quality than the state-of-the-art Zip-NeRF on indoor scenes. Triangles are simple, compatible with standard graphics stacks and GPU hardware, and highly efficient: for the Garden scene, we achieve over 2,400 FPS at 1280×720 resolution using an off-the-shelf mesh renderer. Future work could explore training strategies specifically tailored to maximize visual fidelity in mesh-based renderers, paving the way for seamless integration of reconstructed scenes into standard game engines for real-time applications such as AR/VR or interactive simulations.
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