arXiv Computer Vision

T$^2$-Splat: Adaptive Topology Mesh Splatting with Texture Residuals

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."

arXiv Computer Vision
Sep 25

ToCo-Mesh: Topology-Consistent Dynamic Mesh Reconstruction via Adaptive Tessellation and Surface-Aligned 2DGS

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 Computer Vision
Oct 19

MeshSuite: A Unified Benchmark for Triangle- and Mesh-Based Neural Rendering

MeshSuite is the first benchmark designed to systematically evaluate triangle- and mesh-based neural rendering methods in both standard and dedicated engine deployment settings. It compares how different methods perform when using a conventional opaque mesh pipeline versus method-specific engine implementations, and also audits exported surfaces for topological and geometric integrity. The benchmark reveals that engine deployment generally degrades image quality, with MeshSplatting performing best under standard deployment, while dedicated deployment preserves fidelity at a higher computational cost.

By Kaixuan Zhang, Minxian Li, Mingwu Ren, Xiatian Zhu
arXiv Computer Vision
Sep 1

Elastic Triangle Splatting

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 Computer Vision
Sep 30

MeshSplatBench: A Unified Benchmark for Triangle- and Mesh-Based Neural Rendering

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 Computer Vision
Oct 7

MeshOctave: Vertex Split-and-Rewire Cascades for Native Mesh Generation

MeshOctave introduces a novel approach to native mesh generation that replaces sequential autoregressive or heuristic flow models with a parallel, coarse-to-fine paradigm. By defining scales through dyadic spatial grid resolutions, it collapses vertices deterministically and then performs split-and-rewire operations to reconstruct fine topology without serialization. The method employs a scale-conditioned masked-uniform discrete diffusion model, achieving higher geometric fidelity and topological validity while supporting adaptive resolution refinement and mesh subdivision tasks.

By Junkai Lin, Tianhao Zhao, Hang Long, Huipeng Guo, Jielei Zhang, Youjia Zhang, Jiale Xu, Wenbing Li, Rendong Liang, Jozef Hladk\'y, Matthias Nie{\ss}ner, Yuanming Hu, Wei Yang
Hugging Face Trending Papers
Jun 23

Cage-based Texture Transfer with Geometric Filtering

Real-time texture transfer expands the creative horizon for interactive applications, enabling seamless detail projection in scenarios that range from digital character cosmetics to procedural automotive texturing. Yet, its practical application is governed by inherent trade-offs between processing speed and suppression of artifacts.

arXiv Computer Vision
Sep 2

TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields

TriFlow introduces a generative method for creating compact 3D meshes with artist‑like triangle topology directly from input geometry such as signed distance fields. It represents mesh topology as a nearest‑vertex vector field (NVF) over the surface, trains a latent flow‑matching model to synthesize this field, and then clusters surface regions to guide a constrained quadric error metric simplification. The resulting meshes closely match the input geometry while exhibiting structured, artist‑like connectivity, achieving 90% lower Chamfer Distance and an 8× speedup over state‑of‑the‑art learning‑based approaches.

By Haoxuan Li, Ziya Erko\c{c}, Daniele Sirigatti, Vladislav Rosov, Lei Li, Angela Dai, Matthias Nie{\ss}ner