Triangle Splatting SLAM uses differentiable triangles for dense RGB-D mapping

janusch_patas · x · 2026-07-29

Triangle Splatting SLAM is a dense RGB-D SLAM system that represents the scene with differentiable triangles, enabling on-the-fly mesh extraction.

The method uses a differentiable triangle rasteriser for tracking and mapping: triangles are spawned from back-projected depth maps, optimised photometrically, and can be turned into a connected mesh when needed. The authors say this unifies tracking, editing, and mesh recovery in one representation, unlike TSDF-fusion-style pipelines.

The demo highlights photorealistic rendering, physics simulation, thin-structure handling, deformations, and online mesh editing/tracking. The code is out, and an experimental branch uses a rasteriser from another contributor, though densification is not fully implemented yet.

Original post →

More from Research

Research channel →