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GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting

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arxiv 2402.01459 v4 pith:3WS7XOMD submitted 2024-02-02 cs.CV

classification cs.CV
keywords gaussianmeshrenderingsplattingcomponentsconditioningduringgames
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Gaussian Splatting (GS) is a novel, state-of-the-art technique for rendering points in a 3D scene by approximating their contribution to image pixels through Gaussian distributions, warranting fast training and real-time rendering. The main drawback of GS is the absence of a well-defined approach for its conditioning due to the necessity of conditioning several hundred thousand Gaussian components. To solve this, we introduce the Gaussian Mesh Splatting (GaMeS) model, which allows modification of Gaussian components in a similar way as meshes. We parameterize each Gaussian component by the vertices of the mesh face. Furthermore, our model needs mesh initialization on input or estimated mesh during training. We also define Gaussian splats solely based on their location on the mesh, allowing for automatic adjustments in position, scale, and rotation during animation. As a result, we obtain a real-time rendering of editable GS.

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Cited by 7 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. G-Skin: Learning to Bind 3D Gaussians with Generative Visual Priors

    cs.CV 2026-08 conditional novelty 6.0 of 10

    G-Skin learns 3D Gaussian skinning weights for arbitrary skeletons by optimizing them against skeleton-controlled images generated by a fine-tuned diffusion model.

  2. Incremental Online Scene Reconstruction by 3D Gaussian Triangulation

    cs.CV 2026-07 conditional novelty 6.0 of 10

    An online framework incrementally reconstructs explicit meshes by directly triangulating dense geometric 3D Gaussians under plane-pulling constraints, while freezing optimized regions for efficiency and outperforming ...

  3. Virtual Memory for 3D Gaussian Splatting

    cs.GR 2025-06 conditional novelty 6.0 of 10

    A proxy-mesh visibility buffer with page streaming and level of detail lets 3D Gaussian Splatting render scenes larger than GPU memory while culling occluded Gaussians.

  4. TOM-GS: Editable Video Representation via Temporal Opacity Modulation of Static 3D Gaussians

    cs.CV 2026-07 conditional novelty 5.0 of 10

    A video can be modeled by static 3D Gaussians with a learnable per-Gaussian temporal opacity window, yielding an editable 3D asset.

  5. AG$^2$aussian: Anchor-Graph Structured Gaussian Splatting for Instance-Level 3D Scene Understanding and Editing

    cs.CV 2025-08 conditional novelty 5.0 of 10

    An anchor-graph structured 3D Gaussians representation, with graph-based feature propagation and region growing, achieves cleaner instance-level object selection and better editing/simulation results than free-Gaussia...

  6. Decomposing Densification in Gaussian Splatting for Faster 3D Scene Reconstruction

    cs.CV 2025-07 conditional novelty 5.0 of 10

    A split-then-clone densification schedule with energy-guided multi-resolution training roughly halves 3D Gaussian Splatting training time while keeping reconstruction quality.

  7. Hybrid Mesh-Gaussian Representation for Efficient Indoor Scene Reconstruction

    cs.CV 2025-06 conditional novelty 5.0 of 10

    A hybrid representation routes texture-rich flat indoor regions to a textured mesh and keeps Gaussians only for complex geometry, reducing Gaussian counts by 18-50% with roughly comparable rendering quality.

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