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CVPR2026Top-tier venue

MeshSplatting: Differentiable Rendering with Opaque Meshes

Jan Held, Sanghyun Son, Renaud Vandeghen, Daniel Rebain, Matheus Gadelha, Yi Zhou, Anthony Cioppa, Ming C. Lin, Marc Van Droogenbroeck, Andrea Tagliasacchi

2026Year
25Citations
3Top-tier citations

Abstract

Primitive-based splatting methods like 3D Gaussian Splatting (3DGS) have revolutionized novel view synthesis with real-time rendering.However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present MeshSplatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering.By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, MeshSplatting creates end-to-end smooth, visually high-quality meshes that render efficiently in real-time 3D engines.On Mip-NeRF360, it boosts PSNR by +0.69 dB over the current state-of-the-art MiLo for mesh-based novel view synthesis, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction.

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