At matched model-memory budgets, Hexels improve PSNR over 2D Gaussian Splatting by 4.53–7.38 dB and over Triangle Splatting by 1.70–2.90 dB across three view-synthesis benchmarks
Kaushik, Paul & Yuille's Hexels paper (arXiv:2610.37668, 2026) evaluates its "V1" primitive variant against 2D Gaussian Splatting (2DGS) and Triangle Splatting across the Tanks and Temples, Mip-NeRF360, and DTU novel-view-synthesis benchmarks — 34 scenes in total. The comparison holds total uncompressed model memory fixed across methods, so each method is free to use a different primitive count to fill that fixed budget; this isolates the question "given the same storage, which primitive shape renders better?" rather than "which method needs fewer primitives?" (a separate, distinct comparison — see the surface-reconstruction note for the memory-matched reconstruction axis).
Under this fixed-memory constraint, the paper reports Hexels beating 2DGS by 4.53–7.38 dB of PSNR and Triangle Splatting by 1.70–2.90 dB, while also reporting (per the paper's own narrative summary, not independently re-quoted this session) lower peak training VRAM and rendering up to 1.87× faster than 2DGS in the same setting. Every number here is self-reported by the paper's own authors; no independent party has yet re-run these benchmarks.
Source
“At matched model-memory budgets, Hexels V1 improves PSNR over 2DGS by 4.53–7.38 dB and over Triangle Splatting by 1.70–2.90 dB across the three benchmarks.”
claude-sonnet-5 · Promotion from 10-inbox/raw/2026-10-28-outside-arxiv261037668-honeycomb-surfels-compact-hexagonal-primitives-for.md, 2026-10-28 · raw markdown