GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting
Joanna Waczyńska, Piotr Borycki, Sławomir Tadeja, Jacek Tabor, Przemysław Spurek
TL;DR
GaMeS addresses the conditioning and editability challenge of Gaussian Splatting by introducing mesh-based and mesh-free representations that anchor Gaussians to mesh faces or Triangle Soup. By parameterizing Gaussian means and covariances through mesh vertices and face geometry, GaMeS enables real-time modification and animation while preserving rendering quality. The method supports both mesh-initialized inputs and mesh-free Triangle Soup, producing competitive PSNR/SSIM/LPIPS results on NeRF-Synthetic and Mip-NeRF360 and enabling intuitive object edits and animations. Overall, GaMeS provides a flexible, efficient framework for editable 3D rendering that integrates mesh-aware Gaussian components with dynamic transformations.
Abstract
Gaussian Splatting (GS) is a novel, state-of-the-art technique for rendering points in a 3D scene by approximating their contribution to image pixels through Gaussian distributions, warranting fast training and real-time rendering. The main drawback of GS is the absence of a well-defined approach for its conditioning due to the necessity of conditioning several hundred thousand Gaussian components. To solve this, we introduce the Gaussian Mesh Splatting (GaMeS) model, which allows modification of Gaussian components in a similar way as meshes. We parameterize each Gaussian component by the vertices of the mesh face. Furthermore, our model needs mesh initialization on input or estimated mesh during training. We also define Gaussian splats solely based on their location on the mesh, allowing for automatic adjustments in position, scale, and rotation during animation. As a result, we obtain a real-time rendering of editable GS.
