FLAT: Feedforward Latent Triangle Splatting for Geometrically Accurate Scene Generation
- URL: http://arxiv.org/abs/2606.24876v1
- Date: Tue, 23 Jun 2026 17:53:41 GMT
- Title: FLAT: Feedforward Latent Triangle Splatting for Geometrically Accurate Scene Generation
- Abstract summary: 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.
- Score: 72.38727895659405
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: Generating explorable 3D scenes from a single image requires strong generative priors and accurate geometric representations suitable for downstream use. Current video diffusion models offer high-quality generation and implicitly encode multi-view geometric structure in latent space. However, existing feedforward latent scene decoders typically output volumetric 3D Gaussians that lack a well-defined surface, limiting their use in simulation or standard graphics pipelines. This motivates decoding surface-aligned primitives that are not only renderable but also closer to explicit geometric assets. We ask whether compressed video diffusion latents can be mapped directly to explicit surface primitives in a single pass. To this end, we introduce FLAT and, for the first time, show that triangle splats can be decoded directly from video diffusion latents. Compared with decoding 3D Gaussians, predicting flat primitives is notoriously more challenging due to high sensitivity to primitive orientations, oftentimes leading to poor gradient flow. FLAT solves with two key ingredients: a ray-centered rotation parameterization for triangle regression and a novel product window function that improves gradient flow during differentiable triangle rendering. On standard benchmarks, FLAT achieves significantly better geometric accuracy while maintaining competitive visual quality compared to state-of-the-art feedforward baselines. We further show that a lightweight test-time refinement step converts the predicted triangle soup into a fully opaque, game-engine-ready representation that supports real-time rendering. By evaluating 3DGS, 2DGS, and triangle splatting variants under an identical training setup, we provide the first systematic analysis of representation tradeoffs in feedforward scene generation. The project page is available at https://flat-splat.github.io
Related papers
- 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) - Latent Riemannian Flow Matching for Geometry-Grounded 3D Foundation Models [27.12023248183448]
Generative models for 3D scenes must rely on strong geometric priors to produce coherent outputs from sparse inputs.<n>We bridge these two paradigms by performing flow matching directly in VGGT's latent space.<n>On RealEstate10K, ScanNet++ and ETH3D, our method achieves strong performance against recent scene generation baselines.
arXiv Detail & Related papers (2026-07-21T14:06:04Z) - TriSplat: Simulation-Ready Feed-Forward 3D Scene Reconstruction [65.03268438396556]
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.
arXiv Detail & Related papers (2026-05-25T17:59:53Z) - SurfSplat: Conquering Feedforward 2D Gaussian Splatting with Surface Continuity Priors [23.876164780443915]
SurfSplat is a feedforward framework based on 2D Gaussian Splatting (2DGS) primitive.<n>By incorporating a surface continuity prior, SurfSplat reconstructs coherent geometry together with faithful textures.<n>High-Resolution Rendering Consistency (HRRC) is a new evaluation metric designed to evaluate high-resolution reconstruction quality.
arXiv Detail & Related papers (2026-02-02T11:58:26Z) - Triangle Splatting+: Differentiable Rendering with Opaque Triangles [54.18495204764292]
We introduce Triangle Splatting+, which directly optimize triangles within a differentiable splatting framework.<n>Our method surpasses prior splatting approaches in visual fidelity while remaining efficient and fast to training.<n>The resulting semi-connected meshes support downstream applications such as physics-based simulation or interactive walkthroughs.
arXiv Detail & Related papers (2025-09-29T17:43:46Z) - Radiant Triangle Soup with Soft Connectivity Forces for 3D Reconstruction and Novel View Synthesis [8.088722876499466]
We introduce an inference-time scene optimization algorithm utilizing triangle soup, a collection of disconnected translucent triangle primitives.<n> triangles are a natural, locally-flat proxy for surfaces that can be connected to achieve highly complex geometry.<n>We leverage our new representation to incorporate optimization objectives and enforce spatial regularization directly on the underlying primitives.
arXiv Detail & Related papers (2025-05-29T16:50:28Z) - Triangle Splatting for Real-Time Radiance Field Rendering [96.8143602720977]
We develop a differentiable that directly optimize triangles via end-to-end gradients.<n>Compared to popular 2D and 3D Gaussian Splatting methods, our approach achieves higher visual fidelity, faster convergence, and increased rendering throughput.<n>For the textitGarden scene, we achieve over 2,400 FPS at 1280x720 resolution using an off-the-shelf mesh.
arXiv Detail & Related papers (2025-05-25T14:47:10Z) - 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes [87.01284850604495]
We introduce 3D Convexting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multiview images.<n>3DCS achieves superior performance over 3DGS on benchmarks such as MipNeizer, Tanks and Temples, and Deep Blending.<n>Our results highlight the potential of 3D Convexting to become the new standard for high-quality scene reconstruction.
arXiv Detail & Related papers (2024-11-22T14:31:39Z) - 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)
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.