MeshSplatting: Differentiable Rendering with Opaque Meshes
Jan Held, Sanghyun Son, Renaud Vandeghen, Daniel Rebain, Matheus Gadelha, Yi Zhou, Anthony Cioppa, Ming C. Lin, Marc Van Droogenbroeck, Andrea Tagliasacchi
TL;DR
<3-5 sentence high-level summary>MeshSplatting tackles the gap between neural mesh optimization and real-time mesh-based engines by directly optimizing a connected, opaque triangle mesh through differentiable rendering. It starts from an unstructured triangle soup derived from SfM and progressively converts it into a coherent mesh via restricted Delaunay triangulation, while jointly optimizing geometry, color, and opacity. The method achieves higher visual fidelity and significantly lower training time and memory than state-of-the-art mesh-based approaches, and outputs directly usable meshes for game engines, physics, and ray tracing. This work thus bridges neural rendering and interactive graphics, enabling real-time scene interaction, object extraction, and downstream applications without post-processing.
Abstract
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/.
