MeshSplatBench is the first benchmark designed to evaluate triangle- and mesh-based neural rendering methods from native rendering to deployment in graphics engines such as Unity and Blender. It introduces a hierarchical deployment protocol with standard and dedicated options, and a structural audit for mesh splatting to assess topological and geometric integrity. The benchmark’s evaluations show that graphics engine deployment degrades quality, dedicated deployment preserves fidelity at a significant speed cost, and current mesh splatting methods lack sufficient connectivity for manifoldness.
By Kaixuan Zhang, Minxian Li, Mingwu Ren, Xiatian Zhu
arXiv:2609.01306v1 Announce Type: cross
Abstract: Triangle-based neural rendering bridges neural scene representations and conventional graphics pipelines by optimizing explicit geometric primitives...
By Kaixuan Zhang, Minxian Li, Mingwu Ren, Xiatian Zhu
arXiv:2605. 10873v2 Announce Type: replace-cross Abstract: Recovering editable CAD programs from images or 3D observations is central to AI-assisted design, but progress is difficult to measure because existing evaluations are fragmented across datasets, modalities, and metrics.
By Anna C. Doris, Jacob Thomas Sony, Ghadi Nehme, Era Syla, Amin Heyrani Nobari, Faez Ahmed
arXiv:2608.29106v1 Announce Type: new
Abstract: While neural rendering methods such as 3D Gaussian Splatting achieve remarkable visual fidelity, traditional polygonal meshes remain the backbone of es...
By Tian Shi, Shenhan Qian, Daniel Cremers
arXiv:2609.37139v1 Announce Type: new
Abstract: 3D content generation technology has significantly advanced the work of designers, as well as the 3D printing and gaming industries. However, it remain...
By Xianze Fang, Qiyuan Feng, Dongfang Sun, Yan Zhang, Xiuchao Wu, Jingnan Gao, Jiangjing Lyu, Chengfei Lyu, Gang Yu
arXiv:2608.20687v1 Announce Type: new
Abstract: 3D Gaussian Splatting has achieved remarkable success in novel view synthesis. However, extracting high-fidelity surfaces directly from 3DGS remains ch...
By Chuanjin Fan, Wenjie Chang, Bohao Liao, Yujia Chen, Wenfei Yang, Tianzhu Zhang
arXiv:2607. 17842v1 Announce Type: cross Abstract: Recent breakthroughs in 3D Gaussian Splatting (3DGS) have advanced neural rendering with high fidelity and speed.
By Tingjia Zhang, Bo Chen, Shengzhong Liu, Fan Wu, Guihai Chen
NOFACE3D is a training‑free framework that refines fine‑scale, detail‑critical regions in 3D assets generated from a single image. It extracts a selected submesh, scales it to the generator’s input volume, and re‑encodes it into a full‑resolution latent grid, refining the region with flow‑based sampling guided by a spatially varying noise schedule. The refined region is then reintegrated, preserving surrounding geometry and appearance, and the method is evaluated on PAniC‑3D, TexVerse, and a new BigDetail benchmark, showing sharper geometry and finer texture detail.
whyItMatters: The approach improves the fidelity of small, high‑curvature structures in image‑to‑3D models without requiring additional training, addressing a key limitation in current generators.
By James Rose, Jingwen Liang, Wenchao Ma, Oren Jacob, Haomiao Jiang
arXiv:2608.30423v1 Announce Type: cross
Abstract: Splatting-based algorithms reconstruct photorealistic, real-time-renderable, and mesh-exportable 3D scenes from regular images, but they represent a...
By Minhas Kamal, Hiranya Garbha Kumar, Mahedi Kamal, Balakrishnan Prabhakaran
ToCo-Mesh is a dynamic mesh reconstruction framework that preserves topology consistency while achieving high‑fidelity geometry from multi‑view temporal images. It uses a dual‑mesh representation, coupling a canonical template mesh to time‑varying coarse guide meshes via barycentric parameterization, and applies error‑driven split‑and‑merge operations on the template to refine detail. A Surface‑Aligned 2DGS module anchors flattened Gaussians to mesh faces, using rendered normals to guide fine‑tuning and suppress surface irregularities, resulting in photorealistic rendering.
By Chuanjin Fan, Wenjie Chang, Aibing Li, Bingzhou Wang, Wenfei Yang, Tianzhu Zhang
Windfoil is a GPU-friendly algorithm that unifies rasterisation and differentiable vector graphics by evaluating the box-filtered winding number of quadratic Bézier contours in closed form. Implemented in WebGPU, it runs across diverse environments—from web browsers on consumer laptops to high-resolution print media—and supports real-time 2D rendering, high‑resolution rasterisation, and differentiable rendering. Compared to production engines like Skia and game‑oriented rasterisers such as Slug, Windfoil achieves closer fidelity to a reference coverage while maintaining comparable performance, and it outperforms DiffVG and Bézier Splatting in reconstruction quality at a fraction of the per‑step cost, scaling to tens of thousands of shapes at interactive rates.
By Matt DesLauriers
T$^2$-Splat is a novel triangle‑based splatting method that separates topology adaptation from appearance refinement. It starts with Safe Restricted Delaunay Triangulation to set initial mesh connectivity, then uses Dynamic Topology Evolution to adjust triangle allocation via edge collapse and vertex split operations. Finally, residual per‑face Mip‑textures refine appearance on the fixed mesh with scale‑adaptive filtering, yielding competitive results on datasets such as Mip‑NeRF 360, Tanks & Temples, and DTU while allowing flexible mesh compression.
"whyItMatters":"The approach achieves higher PSNR (0.71 dB over MeshSplatting on Mip‑NeRF 360) and supports extreme mesh compression, enabling efficient novel view synthesis with compact meshes."
By Zhihao Tang, Youjia Zhang, Mingbo Zhao, Wei Yang