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Paper · arXiv 2606.24876

FLAT: Feedforward Latent Triangle Splatting for Geometrically Accurate Scene Generation

Orest Kupyn, Goutam Bhat, Philipp Henzler, Fabian Manhardt, Christian Rupprecht, Federico Tombari

26 upvotesJune 23, 2026arXiv 预印本
AI 摘要

Video diffusion models are adapted to decode explicit surface primitives directly from latent space, enabling high-quality 3D scene generation with improved geometric accuracy and real-time rendering capabilities.

video diffusion modelslatent space3D Gaussianstriangle splatsray-centered rotation parameterizationproduct window functiondifferentiable triangle renderingfeedforward scene generationgeometric accuracyreal-time rendering

Abstract

Generating explorable 3D scenes from a single image requires strong generative priors and accurate geometric representations suitable for downstream use. Current video diffusion models offer high-quality generation and implicitly encode multi-view geometric structure in latent space. However, existing feedforward latent scene decoders typically output volumetric 3D Gaussians that lack a well-defined surface, limiting their use in simulation or standard graphics pipelines. This motivates decoding surface-aligned primitives that are not only renderable but also closer to explicit geometric assets. We ask whether compressed video diffusion latents can be mapped directly to explicit surface primitives in a single pass. To this end, we introduce FLAT and, for the first time, show that triangle splats can be decoded directly from video diffusion latents. Compared with decoding 3D Gaussians, predicting flat primitives is notoriously more challenging due to high sensitivity to primitive orientations, oftentimes leading to poor gradient flow. FLAT solves with two key ingredients: a ray-centered rotation parameterization for triangle regression and a novel product window function that improves gradient flow during differentiable triangle rendering. On standard benchmarks, FLAT achieves significantly better geometric accuracy while maintaining competitive visual quality compared to state-of-the-art feedforward baselines. We further show that a lightweight test-time refinement step converts the predicted triangle soup into a fully opaque, game-engine-ready representation that supports real-time rendering. By evaluating 3DGS, 2DGS, and triangle splatting variants under an identical training setup, we provide the first systematic analysis of representation tradeoffs in feedforward scene generation. The project page is available at https://flat-splat.github.io

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FLAT: Feedforward Latent Triangle Splatting for Geometrically Accurate Scene Generation | TensorX