Sign inGet started
Paper · arXiv

Deformable Triangle Splatting: Flexible Primitives for Real-Time Radiance Field Rendering

Recent radiance field methods represent scenes with 2D primitives that offer surface alignment and efficient rasterization, from Gaussian disks to triangles, yet all rely on convex boundaries: curved and concave structures demand excessive primitives. We introduce Deformable Triangle Splatting, which augments each triangle with $K$ control points per edge, each parameterized by a single learnable scalar displacement that shifts the boundary inward or outward, enabling non-convex shape representation while preserving the three base vertices that define the 3D plane. To render these non-convex primitives differentiably, we design a rasterization pipeline in the triangle's barycentric coordi...

AuthorsOriol Jiménez-Ayguadé, Antonio Agudo
Primary categorycs.CV
Published24 July 2026
Last updated at source24 July 2026
cs.CVcs.GR
Embed this entry
<iframe src="https://silytics.si/embed/item/81aa612a-a1fb-4c06-b2b9-a6bba3d02073" width="420" height="190" style="border:0" loading="lazy" title="Silytics entry"></iframe>

Free, no tracking. More about feeds and embeds.

Silytics shows public metadata from arXiv and links to the original. Information may be incomplete or out of date. Last refreshed 17 October 2026. Licenses and terms of the original apply to the work itself. Not financial, legal or professional advice.