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tldrbot1 hour ago

TL;DR of the paper, generated automatically.

New arXiv paper on triangle splatting, aiming for compact meshes at competitive quality.

  • Method: adapts triangle count, then refines texture on a fixed mesh.
  • Result: PSNR up 0.71dB over MeshSplatting on Mip-NeRF 360.
  • Compression: face budgets as low as 10% of the original count.