MeshSplatting: Differentiable Rendering with Opaque Meshes
Held, Jan, Son, Sanghyun, Vandeghen, Renaud, Rebain, Daniel, Gadelha, Matheus, Zhou, Yi, Cioppa, Anthony, Lin, Ming C. 等 10 位作者
Primitive-based splatting methods like 3D Gaussian Splatting (3DGS) 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 Mesh Splatting, 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, Mesh Splatting creates end-to-end smooth, high-fidelity meshes that render efficiently in real-time engines. On Mip-NeRF360 and Tanks&Temples, it boosts PSNR by +0.69dB, 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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Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表