Mesh Splatting for End-to-end Multiview Surface Reconstruction

📅 2026-01-29
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🤖 AI Summary
Existing 3D surface reconstruction methods suffer from inherent limitations between volumetric and purely surface-based representations: the former often introduces redundancy and accumulative errors, while the latter, constrained by a single-layer receptive field, struggles to recover complex geometry. This work proposes a differentiable mesh softening strategy that explicitly extends surfaces into a multi-layer translucent volumetric representation with a controllable 3D receptive field. By integrating splatting-based volume rendering with topological optimization, our approach enhances representational capacity and numerical stability while preserving the advantages of surface parameterization. The method enables end-to-end high-quality reconstruction, significantly improving geometric accuracy and mesh quality in approximately 20 minutes, and effectively recovers intricate surface details.

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📝 Abstract
Surfaces are typically represented as meshes, which can be extracted from volumetric fields via meshing or optimized directly as surface parameterizations. Volumetric representations occupy 3D space and have a large effective receptive field along rays, enabling stable and efficient optimization via volumetric rendering; however, subsequent meshing often produces overly dense meshes and introduces accumulated errors. In contrast, pure surface methods avoid meshing but capture only boundary geometry with a single-layer receptive field, making it difficult to learn intricate geometric details and increasing reliance on priors (e.g., shading or normals). We bridge this gap by differentiably turning a surface representation into a volumetric one, enabling end-to-end surface reconstruction via volumetric rendering to model complex geometries. Specifically, we soften a mesh into multiple semi-transparent layers that remain differentiable with respect to the base mesh, endowing it with a controllable 3D receptive field. Combined with a splatting-based renderer and a topology-control strategy, our method can be optimized in about 20 minutes to achieve accurate surface reconstruction while substantially improving mesh quality.
Problem

Research questions and friction points this paper is trying to address.

surface reconstruction
mesh representation
volumetric rendering
multiview geometry
mesh quality
Innovation

Methods, ideas, or system contributions that make the work stand out.

Mesh Splatting
Differentiable Rendering
Surface Reconstruction
Volumetric Representation
Topology Control
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