---
title: "Triangle Splatting"
type: "entity"
entity_kind: "concept"
status: "hub"
canonical_name: "Triangle Splatting"
aliases: []
first_seen: "2026-10-28T00:00:00.000Z"
writer_model: "claude-sonnet-5"
connects_to: ["2D Gaussian Splatting","novel view synthesis","radiance fields","Hexels","IEEE 3DV (International Conference on 3D Vision)"]
seek_code_commit: "d40ee39"
---


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) — [[claim-hexels-2dgs-triangle-splatting-baselines-peer-reviewed-hexels-is-not|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 [[entity-2d-gaussian-splatting|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]]
