Renaud Vandeghen

dblp:318/2889 · DBLP profile ↗
← Back
3ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0003-1752-1195ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
3D vision · 64% Representation and self-supervised learning · 28% Efficient and distributed learning · 8%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d scene reconstruction
0.912025
3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes · CVPR 2025
Computer vision › 3D vision
novel view synthesis
0.912025
3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes · CVPR 2025
Rendering › neural rendering
radiance field rendering
0.912025
3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes · CVPR 2025
Machine learning › Representation and self-supervised learning › representation learning › unsupervised representation learning › self-supervised representation learning
masked autoencoder
0.812024
Efficient Image Pre-training with Siamese Cropped Masked Autoencoders · ECCV (23) 2024
Machine learning › Efficient and distributed learning › efficient training
efficient pre-training
0.212024
Efficient Image Pre-training with Siamese Cropped Masked Autoencoders · ECCV (23) 2024

Methods — techniques the papers use, named apart from their topics

smooth convex primitives · 1.7CUDA-based rasterizer · 1.7siamese network · 0.8masked autoencoding · 0.8
YearPublicationVenuePosition
2026 Triangle Splatting for Real-Time Radiance Field Rendering
abstract
The field of computer graphics was revolutionized by models such as NeRF and 3D Gaussian Splatting, displacing triangles as the dominant representation for photogrammetry. In this paper, we argue for a triangle comeback. We develop a differentiable renderer that directly optimizes triangles via end-to-end gradients. We achieve this by rendering each triangle as differentiable splats, combining the efficiency of triangles with the adaptive density of representations based on independent primitives. Compared to popular 2D and 3D Gaussian Splatting methods, our approach achieves competitive rendering and convergence speed, and demonstrates high visual quality. On the Mip-NeRF360 dataset, our method outperforms concurrent nonvolumetric primitives in visual fidelity and achieves higher perceptual quality than the state-of-the-art Zip-NeRF on indoor scenes. Triangles are simple, compatible with standard graphics stacks and GPU hardware, and highly efficient. Our results highlight the efficiency and effectiveness of triangle-based representations for high-quality novel view synthesis. Triangles bring us closer to mesh-based optimization by combining classical computer graphics with modern differentiable rendering frameworks. The project page is https://trianglesplatting.github.io/
Jan Held, Renaud Vandeghen, Adrien Deliège, Abdullah Hamdi, Silvio Giancola, Daniel Rebain, Anthony Cioppa, Bernard Ghanem, Andrea Vedaldi, Andrea Tagliasacchi, Marc Van Droogenbroeck
3DV2
2025 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes
abstract
Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as MipNeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. The project page is https://convexsplatting.github.io
Jan Held, Renaud Vandeghen, Abdullah Hamdi, Adrien Deliège, Anthony Cioppa, Silvio Giancola, Andrea Vedaldi, Bernard Ghanem, Marc Van Droogenbroeck
CVPR2
2024 Efficient Image Pre-training with Siamese Cropped Masked Autoencoders
Alexandre Eymaël, Renaud Vandeghen, Anthony Cioppa, Silvio Giancola, Bernard Ghanem, Marc Van Droogenbroeck
ECCV (23)2