Triangle Splatting
A real-time radiance-field rendering method that represents a scene with triangle primitives instead of Gaussian splats, authored by Jan Held, Renaud Vandeghen, Adrien Deliège and eight co-authors (Hamdi, Rebain, Giancola, Cioppa, Ghanem, Vedaldi, Tagliasacchi, Van Droogenbroeck). Accepted to the IEEE International Conference on 3D Vision (3DV 2026); publication and peer-review status are confirmed directly by Oxford University's research archive bibliographic record ("Publication status:Published Peer review status:Peer reviewed," DOI 10.1109/3dv69130.2026.00123, acceptance 2025-11-05) — read for this vault via that record, not the IEEE DOI itself.
Matters to this vault as the second baseline Hexels measures its PSNR gains against (alongside 2D Gaussian Splatting), at matched model-memory budgets.
References
- claim-hexels-matched-memory-budget-psnr-gains-over-2dgs-and-triangle-splatting
- claim-hexels-2dgs-triangle-splatting-baselines-peer-reviewed-hexels-is-not
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