LeafFit: Plant Assets Creation from 3D Gaussian Splatting
Chang Luo, Nobuyuki Umetani
TL;DR
LeafFit addresses the gap between high-fidelity 3D Gaussian Splatting reconstructions of plants and game-ready mesh assets by exploiting leaf repetition. It segments leaves from Gaussians, selects a representative template leaf, and applies differentiable Moving Least Squares deformation $\Phi_j$ to fit every leaf to the template, with on-the-fly mesh deformation in a vertex shader and compact per-leaf parameters $C_j$. A template leaf mesh is extracted via Ball Pivoting (BPA) with texture transfer, enabling real-time rendering as $O(|V|)$ shared memory plus $O(KN)$ per plant, where $K$ is per-leaf control points and $N$ the leaf count, and MLS runs in $O(|V|K)$. Experiments show higher segmentation accuracy and deformation fidelity than baselines, along with substantial data compression and seamless integration into standard asset pipelines for parameter-level editing.
Abstract
We propose LeafFit, a pipeline that converts 3D Gaussian Splatting (3DGS) of individual plants into editable, instanced mesh assets. While 3DGS faithfully captures complex foliage, its high memory footprint and lack of mesh topology make it incompatible with traditional game production workflows. We address this by leveraging the repetition of leaf shapes; our method segments leaves from the unstructured 3DGS, with optional user interaction included as a fallback. A representative leaf group is selected and converted into a thin, sharp mesh to serve as a template; this template is then fitted to all other leaves via differentiable Moving Least Squares (MLS) deformation. At runtime, the deformation is evaluated efficiently on-the-fly using a vertex shader to minimize storage requirements. Experiments demonstrate that LeafFit achieves higher segmentation quality and deformation accuracy than recent baselines while significantly reducing data size and enabling parameter-level editing.
