CubicSplat: Differentiable Vector Graphics via Error-Bounded Forward Relaxation
Authors: Chenglong Liu, Xin Zhang, Yimeng Zhu, Liyang He, Yixiao Ma, Yu Su, Zhenya Huang, Qi Liu
Organizations: State Key Laboratory of Cognitive Intelligence, University of Science and Technology of China, Hefei, 230088, China · Hefei Normal University, Hefei, 230061, China · Zhejiang Key Laboratory of Intelligent Education Technology and Application, Zhejiang Normal University, Jinhua, 321004, Zhejiang, China
Vector graphics are prized for their resolution independence, compact storage, and direct editability, making differentiable optimization of their parametric primitives an attractive goal. Yet classical rasterization is discontinuous with respect to geometry, and existing remedies that smooth the forward pass demand increasingly elaborate heuristics as scene complexity grows. We trace this fragility to a gradient seesaw: design choices that improve forward geometric exactness can systematically degrade the induced gradient signal, and vice versa. To navigate this tension we introduce CubicSplat, a differentiable vector rasterizer that replaces Bézier closest-point solvers with uniform polyline surrogates whose geometric error is bounded at O(S−2). The resulting static computation graph yields well-conditioned gradients by construction, while a compositing-derived visibility mechanism prunes degenerate primitives without auxiliary regularization. On DIV2K and Kodak benchmarks CubicSplat achieves state-of-the-art reconstruction quality with over 2 dB PSNR gain in the closed-fill setting, while training up to 4x faster than prior methods. The code is available at https://github.com/CubicSplat/repo
Figures & tables
Figure 1: Overview of the CubicSplat pipeline. 1) Each primitive is encoded as a set of learnable Bézier parameters. 2) The forward pass applies the error-bounded relaxation: a polyline surrogate ΠS converts Bézier geometry into closed-form distance queries, and a smooth coverage kernel ϕ maps the signed residual to per-pixel opacity, which is assembled into the final image via alpha compositing. 3) The raster loss drives gradient updates back to the vector parameters, while compositing-derived visibility statistics feed into Gini pruning and densification.
Open curves
Closed curves
DiffVG
Bézier Splatting
Ours
DiffVG
Bézier Splatting
Ours
Forward
141.3ms
4.5ms
2.70ms
85.2ms
14.1ms
10.68ms
Backward
701.3ms
4.7ms
4.07ms
448.3ms
24.58ms
8.96ms
Total step
842.6ms
9.2ms
6.77ms
533.5ms
38.68ms
19.64ms
Table 1: Single training-step time averaged over a 2040×1344 image with 2048 curves on an RTX 4090.
Figure 2: Qualitative results across varying budgets, topology modes, and datasets [ 1 , 9 , 30 ] . At low budgets (closed 128, open/closed 256), CubicSplat preserves clean boundaries and smooth color gradients, producing coherent stylization rather than noisy artifacts. At higher budgets (open 1024, closed 2048), fine details such as the half-timbered façade emerge faithfully, confirming that the gradient oracle scales from compact stylization to high-fidelity reconstruction.
Method
256 curves
512 curves
1024 curves
SSIM ↑
PSNR ↑
LPIPS ↓
Time ↓
SSIM ↑
PSNR ↑
LPIPS ↓
Time ↓
SSIM ↑
PSNR ↑
LPIPS ↓
Time ↓
Open
DiffVG [ 23 ]
0.552
19.83
0.563
18.9min
0.587
21.47
0.537
22.0min
0.616
22.62
0.517
30.6min
Bézier Splatting [ 26 ]
0.600
22.17
0.540
3.4min
0.646
23.79
0.498
3.3min
0.699
25.45
0.448
3.2min
CubicSplat (Ours, S=24 )
0.624
23.07
0.589
1.8min
0.662
24.43
0.548
1.8min
0.708
25.93
0.502
1.8min
Closed
DiffVG [ 23 ]
0.578
20.69
0.548
16.4min
0.601
21.82
0.531
18.5min
0.631
22.95
0.509
25.1min
LIVE [ 29 ]
0.576
20.09
0.543
2.6h
0.611
21.70
0.521
4.2h
0.648
23.11
0.495
5.1h
Table 2: Quantitative evaluation on the DIV2K dataset [ 1 ] (200 images). Best results in bold , second-best underlined . Training time is the average per image on an RTX 4090. CubicSplat achieves the highest PSNR and SSIM across all budgets and both modes while training in under 2.1 min per image; in closed mode at N=1024 it surpasses Bézier Splatting by over 2 dB PSNR at roughly 4× lower cost.
Method
256
512
1024
SSIM↑
PSNR↑
LPIPS↓
SSIM↑
PSNR↑
LPIPS↓
SSIM↑
PSNR↑
LPIPS↓
Open
DiffVG
0.601
23.43
0.535
0.645
24.70
0.495
0.699
26.04
0.439
Bézier Splatting
0.679
26.18
0.457
0.743
27.90
0.383
0.797
29.24
0.310
CubicSplat(Ours, S=24)
0.681
26.75
0.498
0.740
28.28
0.432
0.803
29.94
0.355
Closed
DiffVG
0.622
24.11
0.513
0.666
25.34
0.475
0.719
26.66
0.420
Bézier Splatting
0.621
24.19
0.519
0.664
25.61
0.485
0.708
26.91
0.448
Table 3: A quantitative evaluation on the Kodak dataset [ 9 ] with 256 to 1024 curves on RTX 4090. CubicSplat leads in PSNR and SSIM across all settings and achieves the best LPIPS in closed mode.
Figure 3: Qualitative comparison with state-of-the-art differentiable VG rasterization methods, including DiffVG [ 23 ] , LIVE [ 29 ] , LIVSS [ 38 ] , and Bézier Splatting [ 26 ] . The lake scene illustrates gradient and reflection reconstruction, while the dog example highlights preservation of fine details such as eye color and facial structure.
Figure 4: Close-up detail comparison. Raster input (left) and CubicSplat reconstruction with 1024 closed fills (right). Insets highlight preserved sharp architectural edges, coherent layer structure, and clean color boundaries using only parametric vector primitives, yielding stable fine details under magnification.
Setting
256 curves
512 curves
1024 curves
SSIM ↑
PSNR ↑
LPIPS ↓
TPM ↑
SSIM ↑
PSNR ↑
LPIPS ↓
TPM ↑
SSIM ↑
PSNR ↑
LPIPS ↓
TPM ↑
Open
S=24
0.624
23.07
0.589
0.861
0.662
24.43
0.548
0.883
0.708
25.93
0.502
0.873
w. Regularization
0.614
22.60
0.597
0.894
0.650
23.89
0.561
0.938
0.693
25.28
0.522
0.917
w.o Gini-Pruning
0.611
22.38
0.596
0.971
0.645
23.56
0.554
0.982
0.686
24.83
0.508
0.952
S=32
0.624
23.06
0.589
0.859
0.662
24.42
0.548
0.868
0.708
25.94
0.502
0.830
S=12
0.622
22.93
0.591
0.814
0.658
24.27
0.550
0.794
0.704
25.75
0.504
0.832
Table 4: Ablation on the uniformly sampled DIV2K subset [ 1 ] (200 images). We report SSIM/PSNR/LPIPS and training throughput in Tasks Per Minute of a single GPU(TPM, higher is better), measured with 2 workers per GPU. Best results in bold , second-best underlined .
Figure 5: Resolution scalability of CubicSplat. (a) Render time versus resolution scale at different sampling densities S . (b) PSNR versus render time for all tested (resolution, S ) configurations. At native 2K, S=8 achieves near-optimal quality in 2.9 ms; increasing S to 48 yields < 0.03 dB gain at 4× the cost. Original data refers to Appendix D.
Figure 6: Scaling with closed-fill count N on a detailed illustration from the DanbooRegion dataset [ 44 ] . Insets rendered at 8 × magnification show scale-consistent fine structures under extreme primitive counts. PSNR improves steadily with sublinear training time and manageable memory overhead.
Appendix figures & tables4 assets
Supplementary material from the paper’s appendix.
Appendix
Figure S1 : Single-primitive artifacts of Bézier Splatting. We isolate failure modes that persist even without multi-primitive occlusion or scheduling effects. Left: A typical open-stroke reconstruction (256 curves) exhibits texture-like blotches arising from sample-based image formation rather than geometric structure. Right (top): A single closed fill reveals coherent diagonal banding inside the primitive (zoomed inset), showing that the discretized Gaussian sum induces structured micro-texture even in the simplest setting. Right (bottom): A single open stroke shows a pronounced spike near the endpoint curvature transition (zoomed inset), where local sampling density and compositing amplify spurious intensity. These artifacts are intrinsic to discrete splatting and vary with rescaling or sampling schedules.
Table S1 : Resolution scalability comparison of CubicSplat. PSNR (dB) at different rendering resolutions ranging from 2K ( 2040×1344 ) to 24K ( 24480×16128 ) and sampling rates K . Left: unclosed curves; Right: closed curves. CubicSplat maintains consistent quality across all resolutions even at the lowest sampling rate ( K=8 ). Bold : best in column; underline : second best.
Image
S
Unclosed
Closed
2K
4K
8K
16K
24K
2K
4K
8K
16K
24K
0004
8
1.3366
3.6481
12.6969
47.5781
144.7014
3.4261
10.3347
94.7455
144.1402
323.6840
12
1.3722
3.8530
13.7628
53.6563
118.3065
4.2291
13.4328
49.9176
196.6026
684.1346
24
1.7198
5.0681
18.3116
72.4286
161.6611
7.2113
24.9134
95.0149
372.1476
833.3861
32
1.9629
5.9953
21.5207
85.8643
191.2358
9.3311
33.1704
125.7391
492.9564
1103.9075
48
2.5748
7.5838
28.4253
113.0126
252.4241
13.7372
48.9079
186.9312
733.0095
1639.3223
Appendix
Table S2 : Rendering time (ms) of CubicSplat at different resolutions and sampling rates K . Left: unclosed curves; Right: closed curves. CubicSplat achieves real-time rendering at standard resolutions and scales gracefully to ultra-high resolutions with moderate sampling rates.
Differentiable rendering of planar rational splines remains largely underexplored, despite their widespread use in vector graphics and design. Existing differentiable vector renderers primarily focus on Bézier curves and rely on analytic rasterization, which can suffer from gradient instability and limited flexibility. We propose NURBS Splatting, a unified framework that represents planar rational curves as continuous Gaussian fields. By sampling Gaussians along the curve parameter domain and inside closed regions, rendering is reformulated as a smooth accumulation process with stable gradients. Our method naturally supports long splines, rational weights, non-uniform knots, and closed-region filling. We demonstrate its effectiveness in calligraphy reconstruction, vectorization frameworks, and long-spline image abstraction, showing improved stability and reconstruction quality over existing approaches.
Differentiable vector graphics have enabled powerful gradient-based optimization of vector primitives directly from raster images. However, existing frameworks formulate this as a flat optimization problem, forcing hundreds to thousands of randomly initialized curves to blindly compete for pixel-level error reduction. This disordered optimization leads to topology collapse, where macroscopic structures are distorted by internal high-frequency noise, resulting in a redundant and uneditable "polygon soup" that limits practical editability. To address this limitation, we propose Vector Scaffolding, a novel hierarchical optimization framework that shifts from flat pixel-matching to structured topological construction tailored for vector graphics. By identifying a key cause of topology collapse as the mathematical imbalance between area and boundary gradients, we introduce Interior Gradient Aggregation to stabilize the learning dynamics of multi-scale curve mixtures. Upon this stabilized landscape, we employ Progressive Stratification and Rapid Inflation Scheduling to progressively densify vector primitives with extremely high learning rates (×50). Experiments demonstrate that our approach accelerates optimization by 2.5× while simultaneously improving PSNR by up to 1.4 dB over the previous state of the art.
Jaerin Lee, Kanggeon Lee, Kyoung Mu Lee
Dept. of ECE&ASRI, Seoul National University, Korea · IPAI, Seoul National University, Korea
In stroke-based rendering, search methods often get trapped in local minima due to discrete stroke placement, while differentiable optimizers lack structural awareness and produce unstructured layouts. To bridge this gap, we propose a dual representation that couples discrete polylines with continuous Bézier control points via a bidirectional mapping mechanism. This enables collaborative optimization: local gradients refine global stroke structures, while content-aware stroke proposals help escape poor local optima. Our representation further supports Gaussian-splatting-inspired initialization, enabling highly parallel stroke optimization across the image. Experiments show that our approach reduces the number of strokes by 30-50%, achieves more structurally coherent layouts, and improves reconstruction quality, while cutting optimization time by 30-40% compared to existing differentiable vectorization methods.