MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization

Rafał Tobiasz, Grzegorz Wilczyński, Marcin Mazur, Sławomir Tadeja, Przemysław Spurek
2/11/2025
cs.GRcs.CV

No official code found. Best implementation: gwilczynski95/meshsplats (188 stars, MIT, last commit 2025-08-01).

Abstract

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 offers numerous inherent advantages for rendering. For example, ray tracing is able to 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 quality without additional training. Furthermore, we can enhance the reconstruction quality through the application of a dedicated optimization algorithm that operates on mesh faces rather than Gaussian components. The efficacy of our method is substantiated by experimental results, underscoring its extensive applications in computer graphics and image processing.

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MIT

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1887Shell, PythonFeb 10, 20251 years agoMIT

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Cite this paper

@article{tobiasz2025meshsplats,
  title  = {MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization},
  author = {Rafał Tobiasz and Grzegorz Wilczyński and Marcin Mazur and Sławomir Tadeja and Przemysław Spurek},
  year   = {2025},
  eprint = {2502.07754},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2502.07754v1}
}

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