MrNeRF (@janusch_patas)
2025-12-09 | โค๏ธ 281 | ๐ 44
MeshSplatting: Differentiable Rendering with Opaque Meshes
Contributions: (i) An end-to-end optimization of mesh-based scene representations retains visual quality while training 2ร 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 are naturally connected to each other, and quantities stored within vertices are smoothly interpolated across each triangle.
(iv) The optimization is aware that the triangles should be opaque, allowing direct high-quality rendering in standard game engines (see Fig. 1), opening the door for classical techniques like the use of depth buffers and occlusion culling [1, 22].
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