<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-20T08:14:45Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/162966" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/162966</identifier><datestamp>2025-10-07T04:14:41Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131023</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor">Sitzmann, Vincent</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author">Xu, Daniel</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science</dim:field>
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   <dim:field mdschema="dc" element="date" qualifier="issued">2025-05</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="submitted">2025-06-23T14:04:21.058Z</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">https://hdl.handle.net/1721.1/162966</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract">We 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.</dim:field>
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   <dim:field mdschema="dc" element="title">Triangle Splatting</dim:field>
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   	&lt;Title>Triangle Splatting&lt;/Title>
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   	&lt;PublicationDate>2025-05&lt;/PublicationDate>
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        	&lt;DisplayName>Xu, Daniel&lt;/DisplayName>
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   	&lt;Abstract>We 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.&lt;/Abstract>
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