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Bézier Splatting for Fast and Differentiable Vector Graphics Rendering

Conference: NeurIPS 2025 arXiv: 2503.16424 Code: https://xiliu8006.github.io/Bezier_splatting_project Area: Vector Graphics Rendering Keywords: Differentiable Rendering, Bézier Curves, Gaussian Splatting, Vectorization, Image Optimization

TL;DR

Bézier Splatting integrates the Gaussian Splatting framework with Bézier curves by uniformly sampling 2D Gaussian points along each curve and rendering via α-blending to achieve differentiable vector graphics. The method achieves 30× forward and 150× backward speedups over DiffVG while maintaining or surpassing the image quality of methods such as LIVE.

Background & Motivation

Background: Differentiable vector graphics renderers (e.g., DiffVG, LIVE) optimize Bézier curve parameters for image vectorization. DiffVG performs per-pixel color accumulation, while LIVE adds curves layer by layer; both require hours of optimization for high-resolution images.

Limitations of Prior Work: DiffVG's backward pass requires sampling at every boundary pixel, making computation proportional to the number of curves and image resolution—extremely slow. LIVE's layer-wise optimization takes 2.6–5.1 hours for 512 curves. No existing method achieves high-quality vectorization within minutes.

Key Challenge: Traditional differentiable rendering must precisely handle anti-aliased gradients at curve boundaries, which creates a computational bottleneck. A rendering approach that bypasses per-pixel boundary sampling is needed.

Goal: Substantially accelerate differentiable vector graphics rendering while preserving output quality, reducing optimization time from hours to minutes.

Key Insight: Gaussian Splatting has demonstrated efficient differentiable rendering in 3D scenes. By parameterizing Bézier curves as a set of 2D Gaussian points distributed along each curve, the efficient Gaussian Splatting rendering pipeline can be directly reused.

Core Idea: Uniformly sample 2D Gaussian points along each Bézier curve, derive rotation from the local tangent direction and scale from inter-point distances, and achieve fast differentiable vectorization via α-blending rendering combined with adaptive pruning and densification.

Method

Overall Architecture

Input image → Initialize a set of Bézier curves → Uniformly sample points along each curve → Compute 2D Gaussian parameters per sample (position = sampled point, rotation = tangent angle, scale = distance to neighboring points) → α-blending rendering → Optimize curve control points and colors with L2 + Xing loss → Adaptively prune low-opacity curves and densify new curves in high-error regions.

Key Designs

  1. Parameterization of Bézier Curves as 2D Gaussians:

  2. Function: Convert each Bézier curve into a sequence of 2D Gaussian points.

  3. Mechanism: Position = uniformly sampled points on the curve; rotation \(\theta\) = local tangent angle; \(\sigma_x\) (along the curve) = distance to neighboring sample points; \(\sigma_y\) (perpendicular to the curve) = learnable width parameter. For closed curves, a "paired Bézier curve" structure linearly interpolates control points between two boundary curves to fill the interior region.
  4. Design Motivation: 2D Gaussians are the native representation in Gaussian Splatting, enabling direct reuse of its efficient rendering pipeline. Automatically deriving parameters from tangent direction and inter-point distances avoids additional learning overhead.

  5. α-blending Rendering (Non-accumulative):

  6. Function: Correctly handle occlusion relationships between curves.

  7. Mechanism: Curves are sorted by depth and rendered front-to-back as \(C = \sum_i T_i \alpha_i c_i\), where \(T_i = \prod_{j<i}(1-\alpha_j)\). Unlike DiffVG's per-pixel color accumulation, α-blending naturally supports occlusion.
  8. Design Motivation: DiffVG's accumulative rendering leads to color aliasing, whereas α-blending better reflects the physical occlusion model.

  9. Adaptive Pruning and Densification:

  10. Function: Dynamically adjust the number and distribution of curves.

  11. Mechanism: Pruning—remove curves whose opacity falls below a threshold or whose area is too small; Densification—randomly initialize new curves in regions with high residual error; executed periodically.
  12. Design Motivation: Initially random curves may be unevenly distributed; the adaptive strategy concentrates curves in regions requiring fine detail.

Loss & Training

  • \(\mathcal{L} = \lambda_1 \|\hat{I} - I\|_2^2 + \lambda_2 \mathcal{L}_{Xing}\)
  • The Xing loss constrains Bézier curves to be self-intersection-free (preserving convexity).
  • Optimization completes in 3.2–8.6 minutes (vs. 2.6–5.1 hours for LIVE).

Key Experimental Results

Main Results

Method SSIM↑ PSNR↑ LPIPS↓ Forward Speedup Backward Speedup Optimization Time
DiffVG Hours
LIVE 0.601 21.70 0.521 2.6–5.1 h
Bézier Splatting 0.607 22.11 0.528 30× 150× 3.2–8.6 min

Ablation Study

Configuration SSIM PSNR
w/o pruning/densification 0.590 21.10
w/ pruning/densification 0.607 22.11
Layer-wise strategy 0.613 — (2× training time)

Key Findings

  • The backward pass speedup is most pronounced (150×), as it entirely bypasses DiffVG's per-boundary sampling.
  • The paired-curve structure for closed curves enables gradient optimization over filled regions.
  • The method generalizes across diverse image types including photographs, artistic paintings, and cartoons.
  • Adaptive densification contributes substantially to quality (SSIM +0.017, PSNR +1.01).

Highlights & Insights

  • Creative reuse of the Gaussian Splatting framework: Mapping the vector graphics problem onto the Gaussian Splatting pipeline cleverly leverages existing CUDA-accelerated implementations.
  • Natural parameterization design: Encoding tangent direction as rotation and inter-point distance as scale transfers curve geometry to Gaussian parameters with minimal information loss.
  • 150× backward speedup opens the door to interactive vectorization: Reducing optimization from hours to minutes enables real-time application scenarios.

Limitations & Future Work

  • LPIPS scores are comparable to or slightly worse than LIVE, leaving room for perceptual quality improvement.
  • The paired-curve structure for closed curves limits shape expressiveness to strip-like regions.
  • No comparison is made against recent neural vectorization methods such as VectorFusion.
  • The Xing loss enforcing curve convexity may restrict the representation of complex shapes.
  • vs. DiffVG: DiffVG samples boundary gradients per pixel, which is prohibitively slow; the proposed method substitutes Gaussians to bypass boundary computation entirely.
  • vs. LIVE: LIVE's layer-wise curve addition yields high quality but is slow; this work's global optimization with adaptive strategies achieves comparable quality at over 100× higher speed.
  • vs. 3DGS: 3DGS targets 3D scene reconstruction; this work combines 2D Gaussians with Bézier curves for vector graphics rendering.

Rating

  • Novelty: ⭐⭐⭐⭐ The combination of Gaussian Splatting and Bézier curves is a novel contribution.
  • Experimental Thoroughness: ⭐⭐⭐⭐ Multi-dataset evaluation with ablations and speed comparisons.
  • Writing Quality: ⭐⭐⭐⭐ Method description is clear and well-structured.
  • Value: ⭐⭐⭐⭐ Substantially advances the efficiency of differentiable vector graphics rendering.