Jan Held joins View Dependent to walk through his research into alternative primitives for radiance fields, with a focus on what each choice enables for traditional rendering pipelines. We cover the full arc — 3D Convex Splatting → Triangle Splatting → Triangle Splatting+ → Mesh Splatting → Nexels — and what each step solved. Then we get into his work at SpAItial on world models that reconstruct explorable scenes from a single image, and where reconstruction and generative approaches each fit.
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