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.
翻译:三维高斯泼溅(3DGS)已通过快速渲染和优化实现了高保真虚拟化,适用于新视角合成。另一方面,三角形网格模型在表面重建中仍是常用选择,但在传统基于网格的可微分渲染器中存在优化缓慢或计算负担重的问题。为解决此问题,我们提出一种新型轻量级可微分网格渲染器——高斯网格渲染器(GMR),它利用3DGS的高效光栅化流程,紧密融合了高斯表示与网格表示。每个高斯基元均从对应的网格三角形解析导出,既保持了结构保真度,又实现了梯度流通。与传统网格渲染器相比,本方法能获得更平滑的梯度,尤其有助于在有限内存条件下使用较小批量尺寸进行更优的优化。我们的实现已发布于GitHub公共代码库:https://github.com/huntorochi/Gaussian-Mesh-Renderer。