3D Computer Graphics

MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization

MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization

Abstract Gaussian Splatting (GS) is an emerging, pivotal technique in 3D computer graphics. Most GS-based algorithms exclude the use of classical methods such as ray tracing, which offer numerous inherent advantages in rendering. For example, ray tracing can handle incoherent rays for advanced lighting effects, including shadows and reflections. To address this issue, 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 used immediately after transformation, yielding a mesh without additional training, with only a slight reduction in reconstruction quality. We can enhance the quality by applying a dedicated optimization algorithm that operates on mesh faces rather than Gaussian components. Importantly, MeshSplats acts as a wrapper, converting pre-trained GS models into a ray-traceable format. The efficacy of our method is substantiated by experimental results, underscoring its extensive applications in computer graphics and image processing.

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