Papers
arxiv:2512.06818

MeshSplatting: Differentiable Rendering with Opaque Meshes

Published on Dec 7
· Submitted by Jan Held on Dec 15
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Abstract

MeshSplatting, a mesh-based reconstruction method, enhances novel view synthesis by optimizing geometry and appearance through differentiable rendering, improving quality and efficiency over existing techniques.

AI-generated summary

Primitive-based splatting methods like 3D Gaussian Splatting have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present MeshSplatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering. By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, MeshSplatting creates end-to-end smooth, visually high-quality meshes that render efficiently in real-time 3D engines. On Mip-NeRF360, it boosts PSNR by +0.69 dB over the current state-of-the-art MiLo for mesh-based novel view synthesis, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction. The project page is available at https://meshsplatting.github.io/.

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MeshSplatting introduces a differentiable rendering approach that reconstructs connected, fully opaque triangle meshes for fast, memory efficient, high quality novel view synthesis.

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