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dc.contributor.advisorSitzmann, Vincent
dc.contributor.authorXu, Daniel
dc.date.accessioned2025-10-06T17:37:13Z
dc.date.available2025-10-06T17:37:13Z
dc.date.issued2025-05
dc.date.submitted2025-06-23T14:04:21.058Z
dc.identifier.urihttps://hdl.handle.net/1721.1/162966
dc.description.abstractWe develop a differentiable rendering method for recovering 3D meshes of scenes from 2D images. Unlike existing approaches, our method does not rely on a differentiable renderers and is compatible with any standard mesh rasterizer. To our knowledge, it is the first mesh-based differentiable rendering method that is not reliant the use of visibility masks entirely. Beyond these conceptual advancements, we implemented a set of highly optimized kernels that enable efficient scene representation on a sparse voxel grid, effectively overcoming the cubic scaling bottleneck faced by similar methods. These innovations result in promising performance on unbounded real-world scenes with complex backgrounds.
dc.publisherMassachusetts Institute of Technology
dc.rightsIn Copyright - Educational Use Permitted
dc.rightsCopyright retained by author(s)
dc.rights.urihttps://rightsstatements.org/page/InC-EDU/1.0/
dc.titleTriangle Splatting
dc.typeThesis
dc.description.degreeM.Eng.
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
mit.thesis.degreeMaster
thesis.degree.nameMaster of Engineering in Electrical Engineering and Computer Science


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