SplatMesh: Interactive 3D Segmentation and Editing Using Mesh-Based Gaussian Splatting
Kaichen Zhou, Lanqing Hong, Xinhai Chang, Yingji Zhong, Enze Xie, Hao Dong, Zhihao Li, Yongxin Yang, Zhenguo Li, Wei Zhang
TL;DR
SplatMesh tackles the challenge of fine-grained 3D editing under memory constraints by proposing a hybrid representation that fuses a downsampled mesh with 3D Gaussian splats. The pipeline builds a colored mesh from multi-view data, performs geometry- and color-aware downsampling, and tightly couples Gaussian splats to mesh geometry, enabling coherent view synthesis and interactive segmentation/ editing driven by 2D prompts. The approach introduces a 3D segmentation framework that extends 2D prompts to 3D and two editing modalities—geometry deformation and texture painting—both of which propagate consistently to the splats across views; ablations demonstrate the benefits of geometry-texture fusion and memory-guided sampling. Across real and synthetic datasets, SplatMesh achieves superior rendering quality and editing performance while using substantially fewer 3D points, highlighting its practical impact for VR/AR content creation and interactive 3D tooling.
Abstract
A key challenge in fine-grained 3D-based interactive editing is the absence of an efficient representation that balances diverse modifications with high-quality view synthesis under a given memory constraint. While 3D meshes provide robustness for various modifications, they often yield lower-quality view synthesis compared to 3D Gaussian Splatting, which, in turn, suffers from instability during extensive editing. A straightforward combination of these two representations results in suboptimal performance and fails to meet memory constraints. In this paper, we introduce SplatMesh, a novel fine-grained interactive 3D segmentation and editing algorithm that integrates 3D Gaussian Splat with a precomputed mesh and could adjust the memory request based on the requirement. Specifically, given a mesh, \method simplifies it while considering both color and shape, ensuring it meets memory constraints. Then, SplatMesh aligns Gaussian splats with the simplified mesh by treating each triangle as a new reference point. By segmenting and editing the simplified mesh, we can effectively edit the Gaussian splats as well, which will lead to extensive experiments on real and synthetic datasets, coupled with illustrative visual examples, highlighting the superiority of our approach in terms of representation quality and editing performance. Code of our paper can be found here: https://github.com/kaichen-z/SplatMesh.
