Mesh Splatting for End-to-end Multiview Surface Reconstruction
Ruiqi Zhang, Jiacheng Wu, Jie Chen
TL;DR
This work tackles the trade-off between volumetric representations (rich 3D context but challenging mesh extraction) and pure surface approaches (efficient but limited 3D context). It introduces mesh softening to turn a base mesh into a differentiable, multi-layer pseudo-volume that is rendered with a differentiable mesh splatting pipeline; this provides volumetric supervision while preserving mesh topology through a hybrid control scheme (DMTet early, Continuous Remeshing later). The approach achieves accurate surface reconstructions with substantially fewer vertices and shorter training times (about 20 minutes per scene) on object-centric datasets, and demonstrates competitive or superior performance with clear improvements in fine geometry and thin structures. Limitations include scalability to very large scenes and extremely thin features, motivating adaptive layer-widths and more flexible remeshing in future work. Overall, this method offers a practical bridge between volumetric and surface representations for efficient, high-quality surface reconstruction guided by image data.
Abstract
Surfaces are typically represented as meshes, which can be extracted from volumetric fields via meshing or optimized directly as surface parameterizations. Volumetric representations occupy 3D space and have a large effective receptive field along rays, enabling stable and efficient optimization via volumetric rendering; however, subsequent meshing often produces overly dense meshes and introduces accumulated errors. In contrast, pure surface methods avoid meshing but capture only boundary geometry with a single-layer receptive field, making it difficult to learn intricate geometric details and increasing reliance on priors (e.g., shading or normals). We bridge this gap by differentiably turning a surface representation into a volumetric one, enabling end-to-end surface reconstruction via volumetric rendering to model complex geometries. Specifically, we soften a mesh into multiple semi-transparent layers that remain differentiable with respect to the base mesh, endowing it with a controllable 3D receptive field. Combined with a splatting-based renderer and a topology-control strategy, our method can be optimized in about 20 minutes to achieve accurate surface reconstruction while substantially improving mesh quality.
