MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization

Fuente: arXiv
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Autores principales: Tobiasz, Rafał, Wilczyński, Grzegorz, Mazur, Marcin, Tadeja, Sławomir, Smolak-Dyżewska, Weronika, Spurek, Przemysław
Formato: Preprint
Publicado: 2025
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author Tobiasz, Rafał
Wilczyński, Grzegorz
Mazur, Marcin
Tadeja, Sławomir
Smolak-Dyżewska, Weronika
Spurek, Przemysław
author_facet Tobiasz, Rafał
Wilczyński, Grzegorz
Mazur, Marcin
Tadeja, Sławomir
Smolak-Dyżewska, Weronika
Spurek, Przemysław
contents Gaussian Splatting (GS) is a recent and pivotal technique in 3D computer graphics. GS-based algorithms almost always bypass classical methods such as ray tracing, which offer numerous inherent advantages for rendering. For example, ray tracing can handle incoherent rays for advanced lighting effects, including shadows and reflections. To address this limitation, we introduce MeshSplats, a method which converts GS to a mesh-like format. Following the completion of training, MeshSplats transforms Gaussian elements into mesh faces, enabling rendering using ray tracing methods with all their associated benefits. Our model can be utilized immediately following transformation, yielding a mesh of slightly reduced reconstruction quality without additional training. Furthermore, we can enhance the quality by applying a dedicated optimization algorithm that operates on mesh faces rather than Gaussian components. Importantly, MeshSplats acts as a wrapper, converting pre-trained GS models into a ray-traceable format. The efficacy of our method is substantiated by experimental results, underscoring its extensive applications in computer graphics and image processing.
format Preprint
id arxiv_https___arxiv_org_abs_2502_07754
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization
Tobiasz, Rafał
Wilczyński, Grzegorz
Mazur, Marcin
Tadeja, Sławomir
Smolak-Dyżewska, Weronika
Spurek, Przemysław
Graphics
Computer Vision and Pattern Recognition
Gaussian Splatting (GS) is a recent and pivotal technique in 3D computer graphics. GS-based algorithms almost always bypass classical methods such as ray tracing, which offer numerous inherent advantages for rendering. For example, ray tracing can handle incoherent rays for advanced lighting effects, including shadows and reflections. To address this limitation, we introduce MeshSplats, a method which converts GS to a mesh-like format. Following the completion of training, MeshSplats transforms Gaussian elements into mesh faces, enabling rendering using ray tracing methods with all their associated benefits. Our model can be utilized immediately following transformation, yielding a mesh of slightly reduced reconstruction quality without additional training. Furthermore, we can enhance the quality by applying a dedicated optimization algorithm that operates on mesh faces rather than Gaussian components. Importantly, MeshSplats acts as a wrapper, converting pre-trained GS models into a ray-traceable format. The efficacy of our method is substantiated by experimental results, underscoring its extensive applications in computer graphics and image processing.
title MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization
topic Graphics
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2502.07754