MeshSplatting: Differentiable Rendering with Opaque Meshes

Jan Held, Sanghyun Son, Renaud Vandeghen, Daniel Rebain, Matheus Gadelha, Yi Zhou, Anthony Cioppa, Ming C. Lin, Marc Van Droogenbroeck, Andrea Tagliasacchi; Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2026, pp. 7320-7329

Abstract


Primitive-based splatting methods like 3D Gaussian Splatting (3DGS) have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present Mesh Splatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering. By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, Mesh Splatting creates end-to-end smooth, high-fidelity meshes that render efficiently in real-time engines. On Mip-NeRF360 and Tanks&Temples, it boosts PSNR by +0.69dB, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction. The project page is available at https://meshsplatting.github.io/.

Related Material


[pdf] [supp] [arXiv]
[bibtex]
@InProceedings{Held_2026_CVPR, author = {Held, Jan and Son, Sanghyun and Vandeghen, Renaud and Rebain, Daniel and Gadelha, Matheus and Zhou, Yi and Cioppa, Anthony and Lin, Ming C. and Van Droogenbroeck, Marc and Tagliasacchi, Andrea}, title = {MeshSplatting: Differentiable Rendering with Opaque Meshes}, booktitle = {Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)}, month = {June}, year = {2026}, pages = {7320-7329} }