arXiv Computer Vision By Jingye Qiu, Shizhe Zhou

NURBS Splatting: A Unified Differentiable Rendering Framework for Vector Graphics

Read the original on arXiv Computer Vision →

arXiv:2606. 31764v2 Announce Type: replace-cross Abstract: Differentiable rendering of planar rational splines remains largely underexplored, despite their widespread use in vector graphics and design.

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arXiv Computer Vision
Sep 1

Elastic Triangle Splatting

arXiv:2608.29106v1 Announce Type: new Abstract: While neural rendering methods such as 3D Gaussian Splatting achieve remarkable visual fidelity, traditional polygonal meshes remain the backbone of es...

By Tian Shi, Shenhan Qian, Daniel Cremers
arXiv Computer Vision
Sep 24

GaussPDE: Graph-Based Partial Differential Equation-Driven Rendering for 3D Gaussian Splatting

GaussPDE is a framework that injects physically structured partial differential equation (PDE) dynamics into pretrained 3D Gaussian scenes without mesh extraction, voxelization, or retraining. It introduces camera‑aware regularization during 3DGS reconstruction to suppress unstable graph topology, constructs an active Gaussian graph using covariance‑aware distances and opacity, and performs mass‑weighted graph Laplacian PDE evolution directly over Gaussian primitives. The evolving scalar PDE state is coupled back to rendering by modifying the direct‑current spherical harmonic color coefficients while preserving geometry, opacity, and view‑dependent rendering behavior, resulting in stable, controllable, and spatially coherent dynamic visualizations with reduced cross‑boundary leakage.

By Haoyuan Yue, Fengyuan Ye, Ziyin Li
arXiv Computer Vision
1d ago

Windfoil: Closed-Form Coverage for Real-Time and Differentiable Vector Graphics

Windfoil is a GPU-friendly algorithm that unifies rasterisation and differentiable vector graphics by evaluating the box-filtered winding number of quadratic Bézier contours in closed form. Implemented in WebGPU, it runs across diverse environments—from web browsers on consumer laptops to high-resolution print media—and supports real-time 2D rendering, high‑resolution rasterisation, and differentiable rendering. Compared to production engines like Skia and game‑oriented rasterisers such as Slug, Windfoil achieves closer fidelity to a reference coverage while maintaining comparable performance, and it outperforms DiffVG and Bézier Splatting in reconstruction quality at a fraction of the per‑step cost, scaling to tens of thousands of shapes at interactive rates.

By Matt DesLauriers