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2D Gaussian Splatting

A radiance-field rendering method that represents a 3D scene as a collection of oriented, elliptical 2D Gaussian "surfels" rather than the 3D Gaussian blobs of the original Gaussian Splatting, trading a small amount of rendering flexibility for materially better surface-reconstruction accuracy while keeping fast, differentiable rasterization. Introduced by Binbin Huang, Zehao Yu, Anpei Chen, Andreas Geiger & Shenghua Gao (arXiv:2403.17888), published as part of ACM Transactions on Graphics / SIGGRAPH 2024 — peer-reviewed, per the paper's own related-DOI record.

Matters to this vault as the primary baseline every promoted Hexels claim-note measures against: Hexels is pitched as a drop-in replacement for 2DGS's Gaussian weighting function, and its headline PSNR and Chamfer-distance gains are reported relative to 2DGS at matched memory budgets — while its headline F1 gain on Tanks and Temples is reported against unconstrained 2DGS, the baseline at its best setting rather than at a matched budget.

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