TriSplat: Simulation-Ready Feed-Forward 3D Scene Reconstruction
- URL: http://arxiv.org/abs/2605.26115v1
- Date: Mon, 25 May 2026 17:59:53 GMT
- Title: TriSplat: Simulation-Ready Feed-Forward 3D Scene Reconstruction
- Abstract summary: TriSplat is a feed-forward reconstruction network that represents scenes with oriented triangle primitives.<n>It exports simulation-ready mesh scenes from a single forward pass.<n>Experiments on RealEstate10K and DL3DV show that this representation produces more geometry-faithful reconstructions than Gaussian feed-forward baselines.
- Score: 65.03268438396556
- License: http://creativecommons.org/licenses/by-nc-sa/4.0/
- Abstract: Sparse-view 3D reconstruction is increasingly addressed with feed-forward splatting networks that predict explicit primitives directly from images. Yet most existing methods remain centered on Gaussian primitives and expose surfaces only indirectly: extracting a usable mesh for downstream simulation, physics reasoning, or embodied interaction still requires expensive post-hoc steps that break the feed-forward promise. This limitation is especially pronounced in pose-free settings, where scene structure and camera parameters must be estimated jointly from sparse observations. We present TriSplat, a feed-forward reconstruction network that represents scenes with oriented triangle primitives and directly exports simulation-ready mesh scenes from a single forward pass. Given input images, the network predicts local 3D point maps, triangle attributes, camera poses, and optional intrinsics. Rather than regressing triangle orientation as an unconstrained latent variable, our approach constructs geometry normals from the predicted point maps, refines them with an image-conditioned normal head, and converts them into stable local frames for triangle parameterization. A mono-normal bootstrap schedule further stabilizes early training, while opacity and blur scheduling progressively sharpens the learned surface representation for direct mesh extraction. Experiments on RealEstate10K and DL3DV show that this representation produces more geometry-faithful reconstructions than Gaussian feed-forward baselines while maintaining competitive novel-view rendering quality. Because the rendering primitives are themselves surface triangles, the output can be directly ingested by physics engines, collision detectors, and standard rendering pipelines without any conversion, making it a practical simulation-ready solution for feed-forward 3D scene reconstruction.
Related papers
- Inverse Rendering for Modeling with Line Primitives [22.068172674478078]
We present an inverse rendering method for reconstructing fuzzy geometry using explicit line segments.<n>The resulting representation integrates seamlessly with standard graphics pipelines, enabling cross-platform rendering, various shading models, and physical simulation.
arXiv Detail & Related papers (2026-09-01T03:05:52Z) - InfiniSplat: Implicit Gaussian Decoding for Large-Baseline Monocular View Synthesis [49.87457834078904]
InfiniSplat is a feed-forward single-image 3DGS framework that moves from a pixel-aligned representation toward a surface-aligned representation.<n>InfiniSplat achieves state-of-the-art performance compared with single-image feed-forward baselines.
arXiv Detail & Related papers (2026-08-03T16:17:39Z) - InvSplat: Inverse Feed-Forward Scene Splatting [27.461734130974097]
Inverse rendering aims to recover both 3D geometry and physically meaningful material properties from images.<n>We present a feed-forward multi-view reconstruction framework for inverse rendering.<n>Our model integrates priors from a material estimation network with a multi-view 3D reconstruction backbone.
arXiv Detail & Related papers (2026-07-02T15:18:08Z) - FLAT: Feedforward Latent Triangle Splatting for Geometrically Accurate Scene Generation [72.38727895659405]
We introduce FLAT, which decodes triangle splats directly from video diffusion latents.<n>On standard benchmarks, FLAT achieves significantly better geometric accuracy compared to state-of-the-art feedforward baselines.<n>We show that a lightweight test-time refinement step converts the predicted triangle soup into a fully opaque, game-engine-ready representation.
arXiv Detail & Related papers (2026-06-23T17:53:41Z) - Lift4D: Harmonizing Single-View 3D Estimation for 4D Reconstruction In-the-Wild [87.49244020695505]
Reconstructing dynamic non-rigid objects from monocular video requires integrating visual cues from direct observations with data-driven priors over geometry and appearance.<n>Prior approaches either learn to directly predict 4D representations from visual input or initialize a 3D representation that is subsequently deformed and refined based on video evidence.<n>We present Lift4D, a test-time optimization framework that addresses both limitations.
arXiv Detail & Related papers (2026-06-22T17:59:54Z) - R-DMesh: Video-Guided 3D Animation via Rectified Dynamic Mesh Flow [50.93811008612562]
Video-guided 3D animation holds immense potential for content creation, offering intuitive and precise control over dynamic assets.<n>In real-world scenarios, the initial pose of a user-provided video rarely aligns with the starting frame of a reference video.<n>We propose R-DMesh, a framework designed to generate high-fidelity 4D meshes that align with video context.
arXiv Detail & Related papers (2026-05-13T17:58:13Z) - Fus3D: Decoding Consolidated 3D Geometry from Feed-forward Geometry Transformer Latents [10.400785196849647]
We propose a feed-forward method for dense Signed Distance Field (SDF) regression from unstructured image collections in less than three seconds.<n>Our key insight is that the intermediate feature space of pretrained multi-view feed-forward geometry transformers already encodes a powerful joint world representation.<n>We instead perform 3D extraction directly from geometry transformer features via learned volumetric extraction.
arXiv Detail & Related papers (2026-03-26T18:45:04Z) - FTSplat: Feed-forward Triangle Splatting Network [0.0]
We propose a feed-forward framework for triangle primitive generation that directly predicts continuous triangle surfaces from calibrated multi-view images.<n>Our method produces simulation-ready models in a single forward pass, obviating the need for per-scene optimization or post-processing.
arXiv Detail & Related papers (2026-03-06T06:04:09Z) - DiMeR: Disentangled Mesh Reconstruction Model [29.827345186012558]
DiMeR is a novel geometry-texture disentangled feed-forward model with 3D supervision for sparse-view mesh reconstruction.<n>We streamline the algorithm of mesh extraction by eliminating modules with low performance/cost ratios and redesigning regularization losses with 3D supervision.<n>Extensive experiments demonstrate that DiMeR generalises across sparse-view-, single-image-, and text-to-3D tasks, consistently outperforming baselines.
arXiv Detail & Related papers (2025-04-24T15:39:20Z) - Hybrid Explicit Representation for Ultra-Realistic Head Avatars [55.829497543262214]
We introduce a novel approach to creating ultra-realistic head avatars and rendering them in real-time.<n> UV-mapped 3D mesh is utilized to capture sharp and rich textures on smooth surfaces, while 3D Gaussian Splatting is employed to represent complex geometric structures.<n>Experiments that our modeled results exceed those of state-of-the-art approaches.
arXiv Detail & Related papers (2024-03-18T04:01:26Z) - Differentiable Blocks World: Qualitative 3D Decomposition by Rendering
Primitives [70.32817882783608]
We present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives.
Unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images.
We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points.
arXiv Detail & Related papers (2023-07-11T17:58:31Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.