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
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
3D Gaussian Splatting (3DGS) has recently enabled real-time novel view synthesis with impressive quality. However, it struggles to recover accurate surfaces under limited viewpoints and due to the inherent irregularity of Gaussian primitives.
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
arXiv:2609.01516v1 Announce Type: new
Abstract: While 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction and novel-view synthesis, scenarios with limited input views often lead to poor...
By Qian Wang, Yu Wang, Weiqi Li, Xinhua Cheng, Xiandong Meng, Ronggang Wang, Jian Zhang
arXiv:2406. 00238v3 Announce Type: replace-cross Abstract: Bounded bihramonic weights are a popular tool used to rig and deform characters for animation, to compute reduced-order simulations, and to define feature descriptors for geometry processing.
By Ana Dodik, Vincent Sitzmann, Justin Solomon, Oded Stein
The paper introduces a differentiable voxelization technique that computes gradients of volumetric properties, such as winding numbers, with respect to surface mesh parameters. This method allows efficient optimization of triangle meshes using voxel-based volume samples on a regular grid. The authors demonstrate its utility in applications like resolving mesh intersections, designing manufacturable shapes for bandsaw cutting, and creating near-tiling 3D structures.
By Tobias Djuren, Ugo Finnendahl, Markus Worchel, Hendrik Meyer, Marc Alexa
The paper introduces TruncGradGS, a piecewise truncated gradient approach that mitigates gradient vanishing in 3D Gaussian Splatting, enhancing optimization stability and robustness to initializations. It demonstrates consistent improvements over random and COLMAP initializations in both static and dynamic settings. Additionally, the authors highlight limitations of existing dynamic scene benchmarks and present a new synthetic dataset for evaluating dynamic Gaussian Splatting.
By Theo Morales, Nhat-Quynh Le-Pham, Robin Atkins, Binh-Son Hua
arXiv:2606. 05124v1 Announce Type: cross Abstract: After the success of 3D Gaussian Splatting (3DGS) for novel view synthesis, many works have explored how to also use it for geometric surface representation.
By Hongyu Zhou, Zorah L\"ahner
arXiv:2606.07288v2 Announce Type: replace
Abstract: Reconstructing surface meshes from multi-view images has remained a core challenge in recent years. Most existing methods, whether implicit or expl...
By Chuanjin Fan, Lifan Wu, Wenjie Chang, Hanzhi Chang, Wenfei Yang, Tianzhu Zhang
The paper introduces Reflection-aware Gaussian Splatting (RGS), a physically-based deferred rendering framework that improves novel view synthesis for reflective objects. RGS leverages a powerful 3D foundation model to provide a strong geometric prior and employs cross-view shape consistency regularization to prevent surface collapse and reduce geometric hollows. Additionally, a reflection-aware densification strategy captures specular variations across views, resulting in higher-quality renderings of reflective objects.
By Xiaobiao Du, Yida Wang, Cheng Bi, Kun Zhan, Xin Yu
arXiv:2607. 22890v1 Announce Type: cross Abstract: Domain Randomization (DR) is a standard technique for closing the Sim-to-Real gap, yet traditional DR pipelines rely on classical computer graphics rendering driven by polygon meshes.
By Felipe Nunes Carbone de Carvalho, Joyce de Morais Souza, Alan de Aguiar, Charles Morphy D. Santos, Jo\~ao Paulo Gois