3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes
Jan Held, Renaud Vandeghen, Abdullah Hamdi, Adrien Deliege, Anthony Cioppa, Silvio Giancola, Andrea Vedaldi, Bernard Ghanem, Marc Van Droogenbroeck

TL;DR
3D Convex Splatting introduces smooth convex primitives for scene reconstruction, outperforming Gaussian-based methods in quality and efficiency, especially in representing hard edges and flat surfaces.
Contribution
The paper proposes 3D Convex Splatting, a novel primitive representation that improves scene modeling over Gaussian primitives by better capturing edges and surfaces with fewer primitives.
Findings
Achieves up to 0.81 higher PSNR than 3D Gaussian Splatting
Reduces the number of primitives needed for scene representation
Maintains high rendering speed while improving quality
Abstract
Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians,…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Advanced Optical Imaging Technologies · 3D Shape Modeling and Analysis
