ArXiv

FLAT: Feedforward Latent Triangle Splatting for Geometrically Accurate Scene Generation

Authors
Orest Kupyn, Goutam Bhat, Philipp Henzler...
Categories
cs.CV
arXiv
https://arxiv.org/abs/2606.24876v1
PDF
https://arxiv.org/pdf/2606.24876v1

Brief

FLAT (Feedforward Latent Triangle Splatting) targets single-image explorable 3D scene generation by decoding surface-aligned triangle primitives directly from video-diffusion latents. The approach introduces a ray-centered rotation parameterization and a product window function to stabilize triangle regression and gradients. Results show substantially improved geometric accuracy with competitive render quality; a lightweight refinement step yields opaque, real-time, game-engine-ready assets. The paper also provides the first controlled comparison of 3DGS, 2DGS, and triangle-splatting representations.

Why it matters

FLAT (Feedforward Latent Triangle Splatting), introduced 2026-06-23 by Orest Kupyn, Goutam Bhat, Philipp Henzler, Fabian Manhardt, Christian Rupprecht, and Federico Tombari, is the first method to decode triangle splats directly from compressed video-diffusion latents in a single feedforward pass.

Key details

  • FLAT's two core technical contributions are a ray-centered rotation parameterization for robust triangle regression and a novel product window function that improves gradient flow during differentiable triangle rendering, addressing orientation sensitivity that hinders flat-primitive prediction compared to 3D Gaussians.
  • On standard benchmarks FLAT attains significantly better geometric accuracy while maintaining competitive visual quality versus state-of-the-art feedforward baselines; a lightweight test-time refinement converts the predicted triangle soup into an opaque, game-engine-ready representation supporting real-time rendering, and the paper supplies the first systematic comparison of 3DGS, 2DGS, and triangle-splatting under identical training.
Source evidence

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