TriSplat: Simulation-Ready Feed-Forward 3D Scene Reconstruction

Weijie Wang, Zimu Li, Jinchuan Shi, Zeyu Zhang, Botao Ye, Marc Pollefeys, Donny Y. Chen, Bohan Zhuang

arXiv:2605.26115 · 2026-05-26 공개 · arXiv · PDF

feed-forward simulation-ready camera-poses dl3dv mesh-extraction normal-estimation triangle-primitives sparse-view

Abstract

Sparse-view 3D reconstruction is increasingly addressed with feed-forward splatting networks that predict explicit primitives directly from images. Yet most existing methods remain centered on Gaussian primitives and expose surfaces only indirectly: extracting a usable mesh for downstream simulation, physics reasoning, or embodied interaction still requires expensive post-hoc steps that break the feed-forward promise. This limitation is especially pronounced in pose-free settings, where scene structure and camera parameters must be estimated jointly from sparse observations. We present TriSplat, a feed-forward reconstruction network that represents scenes with oriented triangle primitives and directly exports simulation-ready mesh scenes from a single forward pass. Given input images, the network predicts local 3D point maps, triangle attributes, camera poses, and optional intrinsics. Rather than regressing triangle orientation as an unconstrained latent variable, our approach constructs geometry normals from the predicted point maps, refines them with an image-conditioned normal head, and converts them into stable local frames for triangle parameterization. A mono-normal bootstrap schedule further stabilizes early training, while opacity and blur scheduling progressively sharpens the learned surface representation for direct mesh extraction. Experiments on RealEstate10K and DL3DV show that this representation produces more geometry-faithful reconstructions than Gaussian feed-forward baselines while maintaining competitive novel-view rendering quality. Because the rendering primitives are themselves surface triangles, the output can be directly ingested by physics engines, collision detectors, and standard rendering pipelines without any conversion, making it a practical simulation-ready solution for feed-forward 3D scene reconstruction.

한국어 요약

📋 한 줄 요약

**[Feed-Forward 3D / Triangle Splat]** TriSplat이 oriented triangle primitive로 single forward pass에서 simulation-ready mesh scene을 출력 — predicted point map에서 normal 구성·image-conditioned normal head·mono-normal bootstrap·opacity·blur schedule, RealEstate10K·DL3DV에서 Gaussian baseline보다 geometry-faithful.

🎯 핵심 기여도

💡 핵심 아이디어

Feed-forward 3D reconstruction의 simulation-ready 출력은 Gaussian primitive 대신 oriented triangle을 사용하고, triangle orientation을 unconstrained latent로 두지 않고 predicted point map에서 normal을 구성·정제하는 geometry-first 설계로 가능하며, mono-normal bootstrap·opacity·blur schedule이 학습 안정성과 surface sharpness를 동시에 확보한다.

🔬 기술적 접근법

📊 주요 결과

💭 의의 및 한계

**의의**: Feed-forward 3D의 simulation-ready 출력이라는 약속을 mesh post-hoc 없이 달성, geometry-first 접근의 triangle primitive 채택 정당화, pose-free 환경에서도 동작. **한계**: Triangle primitive의 매우 fine 디테일·thin structure 표현 한계 가능, RealEstate10K·DL3DV 외 야외·동적 scene 일반화 추가 검증, 학습 안정화 schedule의 hyperparameter 부담.

🚀 실용적 활용