Mesh Splatting for End-to-end Multiview Surface Reconstruction
Ruiqi Zhang, Jiacheng Wu, and Jie Chen

TL;DR
This paper introduces a differentiable mesh-to-volume conversion method that enables end-to-end multiview surface reconstruction, improving mesh quality and capturing complex geometries efficiently.
Contribution
It proposes a novel approach to soften meshes into semi-transparent layers for volumetric rendering, bridging the gap between volumetric and surface methods.
Findings
Achieves accurate surface reconstruction in about 20 minutes.
Substantially improves mesh quality over traditional methods.
Effectively models complex geometries with controllable receptive fields.
Abstract
Surfaces are typically represented as meshes, which can be extracted from volumetric fields via meshing or optimized directly as surface parameterizations. Volumetric representations occupy 3D space and have a large effective receptive field along rays, enabling stable and efficient optimization via volumetric rendering; however, subsequent meshing often produces overly dense meshes and introduces accumulated errors. In contrast, pure surface methods avoid meshing but capture only boundary geometry with a single-layer receptive field, making it difficult to learn intricate geometric details and increasing reliance on priors (e.g., shading or normals). We bridge this gap by differentiably turning a surface representation into a volumetric one, enabling end-to-end surface reconstruction via volumetric rendering to model complex geometries. Specifically, we soften a mesh into multiple…
Peer Reviews
Decision·ICLR 2026 Poster
*Clarity:* - The method description is clear and experimental evaluation is overall well-documented. *Originality / significance:* - Proposed approach is interesting as it can be seen as a hybrid formulation between volumetric and surface-based representations, and allows for direct mesh extraction (which is very useful e.g. for physics simulations). *Evaluation:* - Method performs favorably with respect to several strong baselines on surface reconstruction task. - The mesh splatting method se
*Clarity/Motivation:* - The motivation for the approach is not particularly clear - authors point out to issues with volumetric rep-s and mesh rep-s, and use the concept of receptive field - which is not clearly defined. My best guess to what they mean is: meshes are typically optimized per-vertex - and thus the corresponding parameterization has a large number of effective degrees of freedom, and thus. However, there is a number of very established parameterizations (control points, ARAP, spect
Strengths 1.The paper shows that optimizing the proposed soft mesh outperforms optimizing a single layer. 2.The reconstruction is both fast and memory-efficient.
Weeknesses: 1.The performance advantage of the soft mesh is not well justified. While the authors claim that its pseudo-volumetric nature facilitates optimization, an alternative is to convert the base mesh into an SDF and train with NeuS or VolSDF, which remain differentiable with respect to the mesh. The proposed soft mesh seems to approximate this idea primarily for faster rendering. Intuitively, the SDF-based variant should be weaker than standard NeuS/VolSDF because it is constrained by the
1. The proposed concept of differentiably softening meshes into volumetric layers is both innovative and practical. It effectively bridges the gap between surface- and volume-based approaches, enabling volumetric supervision while preserving explicit mesh controllability and topology refinement. 2. The paper demonstrates convincing quantitative and qualitative results on the DTU and BlendedMVS benchmarks, showing clear visual and numerical improvements over prior methods. 3. The overall presenta
1. Since the proposed framework claims to reconstruct intricate geometric details, I recommend including comparisons on the Ship or Ficus scenes from the NeRF Synthetic dataset, as these cases involve thin structures that are particularly challenging to recover accurately. 2. The overall novelty of the framework appears slightly limited, as the pipeline is largely built upon DMTet and splatting. Prior approaches such as VMesh [1] and Radiance Surfaces [2] have also explored incorporating volumet
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · 3D Shape Modeling and Analysis · Interactive and Immersive Displays
