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3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

CVPR 2025 · 3D vision › Gaussian splatting · approach: Regularization and primitive design for 3DGS · 15 citations (OpenAlex)

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Proposes 3D Convex Splatting, which uses differentiable 3D smooth convex shapes (convex hulls of point sets with LogSumExp smoothness and sigmoid sharpness) as radiance-field primitives rendered with a CUDA tile rasterizer, outperforming 3DGS on Mip-NeRF360, Tanks and Temples and Deep Blending with fewer primitives.

Problem

Gaussian primitives in radiance field reconstruction struggle to capture hard edges and flat surfaces without many primitives, leading to high memory use and diffuse geometry.

Approach

Replace Gaussian primitives with 3D smooth convexes defined as convex hulls of K freely moving 3D points, projected to 2D convex hulls and rendered via a differentiable tile-based splatting rasterizer, with per-convex smoothness (delta) and sharpness (sigma) parameters and a split-based densification scheme.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
replace 3D Gaussian primitives with smooth convex primitives3DCS · Tanks & TemplesPSNR: 23.14 -> 23.95Helped
replace 3D Gaussian primitives with smooth convex primitives3DCS · Deep BlendingPSNR: 29.41 -> 29.81Helped
replace 3D Gaussian primitives with smooth convex primitives3DCS · Mip-NeRF360PSNR: 27.21 -> 27.29Helped
use 3 points per convex instead of the full model's 6 (ablation)3DCS · Tanks & TemplesPSNR: 23.90 -> 22.40Hurt
use 4 points per convex instead of the full model's 6 (ablation)3DCS · Tanks & TemplesPSNR: 23.90 -> 23.73No clear effect
use 5 points per convex instead of the full model's 6 (ablation)3DCS · Tanks & TemplesPSNR: 23.90 -> 23.70No clear effect
use 7 points per convex instead of the full model's 6 (ablation)3DCS · Tanks & TemplesPSNR: 23.90 -> 23.90No clear effect
split each convex into more new convexes (2 or 3 instead of 6) (ablation)3DCS · Tanks & Templesvisual qualityHurt

Surprising findings

Limitations

Experimental setup

Datasets: Mip-NeRF360 Tanks and Temples Deep Blending

Benchmarks: Mip-NeRF360 Tanks and Temples Deep Blending

Metrics: PSNR SSIM LPIPS training time FPS memory

Baselines: 3DGS GES 2DGS Mip-NeRF360 ZipNeRF Instant-NGP

Builds on: 3D Gaussian Splatting CvxNet Mip-NeRF360 2D Gaussian Splatting

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