Radiant Triangle Soup with Soft Connectivity Forces for 3D Reconstruction and Novel View Synthesis
Nathaniel Burgdorfer, Philippos Mordohai

TL;DR
This paper presents a scene optimization method using a collection of translucent triangles with soft connectivity forces, improving 3D reconstruction and view synthesis accuracy while maintaining visual quality.
Contribution
It introduces a novel triangle soup representation with soft connectivity forces for enhanced 3D scene modeling and synthesis.
Findings
Improved geometric accuracy over state-of-the-art methods.
Effective incorporation of soft connectivity for surface continuity.
Maintains high visual fidelity in reconstructions.
Abstract
We introduce an inference-time scene optimization algorithm utilizing triangle soup, a collection of disconnected translucent triangle primitives, as the representation for the geometry and appearance of a scene. Unlike full-rank Gaussian kernels, triangles are a natural, locally-flat proxy for surfaces that can be connected to achieve highly complex geometry. When coupled with per-vertex Spherical Harmonics (SH), triangles provide a rich visual representation without incurring an expensive increase in primitives. We leverage our new representation to incorporate optimization objectives and enforce spatial regularization directly on the underlying primitives. The main differentiator of our approach is the definition and enforcement of soft connectivity forces between triangles during optimization, encouraging explicit, but soft, surface continuity in 3D. Experiments on representative 3D…
Peer Reviews
Decision·Submitted to ICLR 2026
- The paper is well written and very easy to follow and understand. - The introduction motivates the task and the proposed approach well. - The related work is very detailed and covers many existing approaches. - The method is is mostly clearly described. - The paper is honest about its experimental results. - The paper includes multiple technical contributions: - The RTS representation based on triangle primitives intuitive. - Colors are interpolated based on the Spherical Harmoni
- The quantitative comparison with baselines is not convincing. - PGSR [1] is overall better in both surface reconstruction (Tab. 1) and novel view synthesis (Tab. 2) than the proposed method. - The authors attribute this to "the algorithm utilizes a full suite of multi-view objective functions that significantly improve the geometric reconstruction quality" (line 443). It remains unclear (also from related work) what these technical differences are exactly and whether comparison is still
I really enjoyed reading the paper, it was well motivated, and is a really original and interesting idea. Lots of well designed qualitative results and a lot of quantitative results. Not quite SOTA but demonstrates competitive results.
I really want there to be an additional table to include losses used in all these different methods. My main concern is that this uses normal information during training while other methods like 3DGS don't require that information ahead of time, and while you ablated the other loss terms, you didn't ablate this term. I'm concerned that this limits the usage of this to synthetic or highly constrained setups where you have the normal.
1. The paper is well written and easy to follow. 2. RTS strikes an impressive balance between geometric fidelity and color expressiveness, offering a promising primitive for neural rendering and 3D reconstruction. 3. The soft connectivity force is interesting and enables direct information exchange among primitives, and it may be a unique characteristic of the triangular representation. 4. Rich implementation details are documented meticulously, ensuring the work can be reliably reproduced and e
I think the main weaknesses are as follows: 1. From the quantitative metrics, there is still a noticeable gap compared with SOTA methods, both in novel view synthesis and geometry reconstruction. The authors could consider introducing a regularization similar to that in 2DGS to further enhance the credibility of the experiments. Although this may make the approach more complex, it could lead to a fairer quantitative comparison. 2. If my understanding is correct, Triangle Splatting is a work that
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Taxonomy
Topics3D Shape Modeling and Analysis · Advanced Vision and Imaging · Computer Graphics and Visualization Techniques
