arXiv:2606.21898cs.GRcs.CV2026-06

从网格直接生成高质量3D高斯点云,支持真实光照渲染。

Mesh2GS: White-Box 3DGS Construction via Plenoptic Sampling

论文配图:Mesh2GS: White-Box 3DGS Construction via Plenoptic Sampling
图 1 · 摘自论文原文
  • 基于光场采样理论,精准确定视角与高斯点分布。
  • 实现奈奎斯特级采样,渲染效果接近理论最优。
  • 可处理镜面反光,适合实时共享渲染场景。

3D高斯点云(3DGS)已成为高质量、实时3D重建的有力方法。现有工作多聚焦于从多视角图像重建3DGS,而将网格转换为3DGS的研究较少。本文提出新框架Mesh2GS,基于光场采样理论,直接从网格几何生成3DGS,实现奈奎斯特级采样性能,支持高质量全局光照渲染。首先,提出光场采样引导的3DGS构建策略,理论推导出最小采样率与高斯点分布。其次,设计含反照率-阴影分解的3DGS更新方法,高效捕捉全局光照。最后,引入神经光照增强模块以处理非朗伯效应,如镜面高光。实验表明,该方法优于现有基线,在实时共享渲染与非朗伯效应建模上均具实用性。代码将在录用后公开。

原文摘要 · Abstract (English)

3D Gaussian Splatting (3DGS) has emerged as a promising method for high-quality, real-time 3D reconstruction. To associate 3DGS with mesh representations, existing methods primarily focus on 3DGS-to-mesh reconstruction from multi-view images. In contrast, the problem of converting a mesh into 3DGS has received comparatively less attention. Instead of relying on heuristic strategies that bind 3D Gaussians to the mesh, we propose a novel white-box 3DGS construction framework, termed Mesh2GS, which generates 3DGS directly from mesh geometry based on plenoptic sampling theory, achieving Nyquist-level performance for high-quality global illumination rendering. Firstly, we propose a plenoptic sampling guided 3DGS construction strategy that theoretically derives the minimum sampling rate of the sampled views and the distribution of 3D Gaussians. Second, we propose a novel 3DGS update procedure with albedo--shading decomposition for efficient global-illumination capture. Finally, we introduce a neural illumination enhancement module to handle non-Lambertian effects. Experimental results demonstrate that our method surpasses state-of-the-art baselines and is practically effective for both real-time shared rendering and non-Lambertian effects capturing specular highlights. The project code will be released upon acceptance.

3D高斯网格重建光照建模

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