Research map / 3D vision / Gaussian splatting
Tetrahedron Splatting for 3D Generation
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Proposes TeT-Splatting, a 3D representation that splats alpha-blended tetrahedra from a deformable tetrahedral grid with SDF-based opacity, enabling real-time rendering, precise Marching Tetrahedra mesh extraction, and faster convergence for 3D generation.
Problem
3D generation with 2D diffusion priors needs a representation that converges quickly, renders in real time, and yields accurate meshes; NeRF is costly and inaccurate for meshes, DMTet converges poorly on large topology changes, and 3DGS yields poor meshes with holes.
Approach
Treat tetrahedra of a deformable tetrahedral grid as splatting primitives: project them to 2D, compute opacity from SDF values at ray-tetrahedron intersections (NeuS-style sigmoid), alpha-blend in a tile-based CUDA rasterizer, and regularize the SDF with eikonal and normal-consistency losses so the result can be meshed with Marching Tetrahedra.
Key results
- Geometry CLIP score 23.16 and appearance CLIP score 29.42 versus RichDreamer's 23.01 and 29.22 under the authors' re-run on the 183-object prompt list.
- Geometry stage with rich priors takes about 40 min versus 70 min for RichDreamer.
- Rendering runs in real time but at lower FPS than DMTet (Fantasia3D) and 3DGS (DreamGaussian).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use TeT-Splatting instead of RichDreamer | RichDreamer text-to-3D pipeline with rich diffusion priors · RichDreamer prompts (183 objects) | Geometry CLIP score: 23.0143 -> 23.1641 | Helped |
| Use TeT-Splatting instead of RichDreamer | RichDreamer text-to-3D pipeline with rich diffusion priors · RichDreamer prompts (183 objects) | Appearance CLIP score: 29.2198 -> 29.4197 | Helped |
| Use TeT-Splatting instead of RichDreamer | RichDreamer text-to-3D pipeline with rich diffusion priors · Text-to-3D geometry optimization | optimization time: 70 min -> 40 min | Helped |
| Remove eikonal loss (ablation) | TeT-Splatting · Text-to-3D with rich diffusion priors | shape quality | Hurt |
| Add eikonal loss (ablation) | TeT-Splatting · Text-to-3D with rich diffusion priors | shape quality | Helped |
| Remove normal consistency loss (ablation) | TeT-Splatting · Text-to-3D with rich diffusion priors | model compactness | Hurt |
| Add normal consistency loss (ablation) | TeT-Splatting · Text-to-3D with rich diffusion priors | surface fragmentation | Helped |
| Increase tetrahedral grid resolution from 128 to 256 (ablation) | TeT-Splatting · Text-to-3D geometry generation | geometry detail: 128 -> 256 | Helped |
Surprising findings
- Under the authors' own prompt list, RichDreamer's reported geometry CLIP score (25.88 in their paper) is higher than TeT-Splatting's, so the geometry CLIP advantage only holds when comparing against their re-run.
Limitations
- Tetrahedra as primitives limit high-frequency detail to the tetrahedral grid resolution, so texture is handled by a separate mesh stage.
- Rasterizer is slower than 3DGS; only pre-filtering is used without a densification process.
- Lower FPS than DMTet-based and 3DGS-based baselines.
Experimental setup
Datasets: prompts_dmtet.txt (183 objects, from RichDreamer GitHub)
Benchmarks: CLIP score (geometry and appearance) on 183-object prompt list qualitative text-to-3D and image-to-3D comparisons FPS and training time comparisons
Metrics: Geometry CLIP score Appearance CLIP score rendering FPS training time
Baselines: Magic3D Fantasia3D DreamGaussian Instant-NGP ProlificDreamer RichDreamer MVDream
Builds on: DMTet 3D Gaussian Splatting NeuS Voxurf Fantasia3D
Closest papers by meaning
- TetSphere Splatting: Representing High-Quality Geometry with Lagrangian Volumetric Meshes (ICLR 2025 · similarity 0.92)
- DirectTriGS: Triplane-based Gaussian Splatting Field Representation for 3D Generation (CVPR 2025 · similarity 0.89)
- SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering (CVPR 2024 · similarity 0.89)
- DiffGS: Functional Gaussian Splatting Diffusion (NeurIPS 2024 · similarity 0.88)
- Creating Your Editable 3D Photorealistic Avatar with Tetrahedron-constrained Gaussian Splatting (CVPR 2025 · similarity 0.87)
- 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes (CVPR 2025 · similarity 0.87)
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