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首次观测 · 记录 #1CVF · CVPR 2026:cvf:05da0a4fb4b5917ef0d63720a0e5f4d0CVF · CVPR 2026

Spherical Voronoi: Directional Appearance as a Differentiable Partition of the Sphere

Di Sario, Francesco, Rebain, Daniel, Verbin, Dor, Grangetto, Marco, Tagliasacchi, Andrea

Radiance field methods (e.g. 3D Gaussian Splatting) have emerged as a powerful paradigm for novel view synthesis, yet their appearance modeling often relies on Spherical Harmonics (SH), which impose fundamental limitations. SH struggle with high-frequency signals, exhibit Gibbs ringing artifacts, and fail to capture specular reflections---a key component of realistic rendering. Although alternatives like spherical Gaussians offer improvements, they add significant optimization complexity. We propose Spherical Voronoi (SV) as a unified framework for appearance representation in 3D Gaussian Splatting. SV partitions the directional domain into learnable regions with smooth boundaries, providing an intuitive and stable parameterization for view-dependent effects. For diffuse appearance, SV achieves competitive results while keeping optimization simpler than existing alternatives. For reflections---where SH fail---we leverage SV as learnable reflection probes, taking reflected directions as input following principles from classical graphics. This formulation attains state-of-the-art results on synthetic and real-world datasets, demonstrating that SV offers a principled, efficient, and general solution for appearance modeling in explicit 3D representations.

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cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

CVF · CVPR 2026 ↗PDF ↗
首次观测 · 记录 #1CVF · CVPR 2026:cvf:ae6b02bb486537041406ab9de757011eCVF · CVPR 2026

Semantic Foam: Unifying Spatial and Semantic Scene Decomposition

Sharafeldin, Amr, Mikaeili, Aryan, Walker, Thomas, Govindarajan, Shrisudhan, Rebain, Daniel, Yi, Kwang Moo, Tagliasacchi, Andrea

Modern scene reconstruction methods, such as 3D Gaussian Splatting, deliver photo-realistic novel view synthesis at real-time speeds, yet their adoption in interactive graphics applications has been limited. A major bottleneck is the difficulty of interacting with these representations compared to traditional, human-authored 3D assets. While previous research has attempted to impose semantic decomposition on these models, significant challenges remain regarding segmentation quality and consistency. To address this, we introduce Semantic Foam, extending the recently proposed Radiant Foam representations to semantic decomposition tasks.Our approach integrates the natural spatial volumetric decomposition of Radiant Foam's Voronoi mesh with an explicit semantic feature field parameterized at the cell level. This explicit structure enables direct spatial regularization, which prevents artifacts caused by occlusion or inconsistent supervision across views - common pitfalls for other point-based representations. Experimental results show that our method achieves superior object-level segmentation performance compared to state-of-the-art methods like Gaussian Grouping and SAGA.

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cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

CVF · CVPR 2026 ↗PDF ↗
首次观测 · 记录 #1CVF · CVPR 2026:cvf:fe5e70495ea11fadda3c0336ea751a0dCVF · CVPR 2026

MeshSplatting: Differentiable Rendering with Opaque Meshes

Held, Jan, Son, Sanghyun, Vandeghen, Renaud, Rebain, Daniel, Gadelha, Matheus, Zhou, Yi, Cioppa, Anthony, Lin, Ming C. 等 10 位作者

Primitive-based splatting methods like 3D Gaussian Splatting (3DGS) have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present Mesh Splatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering. By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, Mesh Splatting creates end-to-end smooth, high-fidelity meshes that render efficiently in real-time engines. On Mip-NeRF360 and Tanks&Temples, it boosts PSNR by +0.69dB, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction. The project page is available at https://meshsplatting.github.io/.

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cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

CVF · CVPR 2026 ↗PDF ↗