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Mesh-based Gaussian Splatting for Real-time Large-scale Deformation

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arxiv 2402.04796 v1 pith:ZMVEP6WY submitted 2024-02-07 cs.GR cs.CV

classification cs.GRcs.CV
keywords gaussiansdeformationgaussianmeshexplicitmethodneuralnovel
verification ladder T0 review T1 audit T2 compute T3 formal
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Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).

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Cited by 5 Pith papers

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

  1. 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.

  2. VTGaussian-SLAM: RGBD SLAM for Large Scale Scenes with Splatting View-Tied 3D Gaussians

    cs.CV 2025-06 conditional novelty 6.0 of 10

    A new RGBD SLAM representation ties Gaussian positions to depth pixels, leaving only color, radius, and opacity learnable, enabling local-only optimization and higher rendering quality on several benchmarks.

  3. Disentangled Geometry and Appearance for Efficient Multi-View Surface Reconstruction and Rendering

    cs.CV 2025-08 unverdicted novelty 5.0 of 10

    A disentangled geometry-and-appearance model over explicit meshes with differentiable rasterization achieves fast training and rendering for multi-view reconstruction.

  4. 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...

  5. 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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