arXiv:2602.14493cs.CVcs.GR2026-02

用高斯点融合网格,实现快速轻量化的可微渲染。

Gaussian Mesh Renderer for Lightweight Differentiable Rendering

  • 将网格三角形转为高斯点,结合两者优势进行高效渲染。
  • 梯度更平滑,小批量训练下优化效果更好,内存占用更低。
  • 适合资源受限场景的3D重建与新视角合成任务。

3D高斯溅射(3DGS)已实现高速渲染与优化下的高保真虚拟化,适用于新视角合成。而传统基于网格的可微渲染器在表面重建中仍广泛使用三角网格模型,但存在优化速度慢或计算开销大的问题。为此,我们提出一种新型轻量化可微网格渲染器——高斯网格渲染器(GMR),利用3DGS高效的光栅化流程,将高斯表示与网格表示紧密融合。每个高斯基元均由对应网格三角形解析推导而来,保持结构保真并支持梯度传播。相比传统网格渲染器,本方法获得更平滑的梯度,尤其在小批量、内存受限条件下显著提升优化性能。代码已开源至GitHub:https://github.com/huntorochi/Gaussian-Mesh-Renderer。

原文摘要 · Abstract (English)

3D Gaussian Splatting (3DGS) has enabled high-fidelity virtualization with fast rendering and optimization for novel view synthesis. On the other hand, triangle mesh models still remain a popular choice for surface reconstruction but suffer from slow or heavy optimization in traditional mesh-based differentiable renderers. To address this problem, we propose a new lightweight differentiable mesh renderer leveraging the efficient rasterization process of 3DGS, named Gaussian Mesh Renderer (GMR), which tightly integrates the Gaussian and mesh representations. Each Gaussian primitive is analytically derived from the corresponding mesh triangle, preserving structural fidelity and enabling the gradient flow. Compared to the traditional mesh renderers, our method achieves smoother gradients, which especially contributes to better optimization using smaller batch sizes with limited memory. Our implementation is available in the public GitHub repository at https://github.com/huntorochi/Gaussian-Mesh-Renderer.

可微渲染3D重建高斯溅射轻量化

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