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MeshSplatting: Differentiable Rendering with Opaque Meshes Contributions: (i) An end-to-end optimization of mesh-based scene representations retains visual quality while training 2× faster than current state-of-the-art methods. (ii) Rather than a polygon soup, we generate a connected mesh by refining the vertex locations of a restricted Delaunay triangulation. (iii) Triangles...

15,349 views • 9 months ago •via X (Twitter)

14 Comments

MrNeRF's profile picture
MrNeRF9 months ago

Author thread:

MrNeRF's profile picture
MrNeRF9 months ago

Paper: Project: Code:

Lucky Iyinbor's profile picture
Lucky Iyinbor9 months ago

The idea to use triangle soup as connectivity signal for Delaunay is very hacky - I like It 😁

ǝɥǝ⅄'s profile picture
ǝɥǝ⅄9 months ago

over?

MrNeRF's profile picture
MrNeRF9 months ago

We are cooked :)

Jan Held's profile picture
Jan Held9 months ago

Thanks for sharing @janusch_patas ! 😁

Adrian's profile picture
Adrian9 months ago

The mesh results look like voxel modeling , unclean but it works!

Zwecharki of Immense AGI fundamentalism's profile picture
Zwecharki of Immense AGI fundamentalism9 months ago

At this point i don’t care about speed. Just quality. Especially subsurface scattering, reflections, glass distortions and transparency. Blur as well

S K Ʌ N's profile picture
S K Ʌ N9 months ago

Cool! But i don't get why you don't crosspost to bluesky, i come here only to check your stuff now lol ;)

MrNeRF's profile picture
MrNeRF9 months ago

Too may platforms out there:)

S K Ʌ N's profile picture
S K Ʌ N9 months ago

Yeah, but is the worst anyway;(

Luc 💭 🇺🇸 🇺🇦 🇧🇷 💭's profile picture
Luc 💭 🇺🇸 🇺🇦 🇧🇷 💭9 months ago

too bad we can't use it, no license?

Luca | ReplyGrinder.ai 🌊's profile picture
Luca | ReplyGrinder.ai 🌊9 months ago

Nice to see research that directly plugs into existing game pipelines - brings theory to the playfield! Thx

Himanshu Kumar's profile picture
Himanshu Kumar9 months ago

Interesting work, MrNeRF! But can it truly replace the polygon soup, I wonder?

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