# SplatMesh: Interactive 3D Segmentation and Editing Using Mesh-Based Gaussian Splatting

arXiv: https://arxiv.org/abs/2312.15856 · HTML: https://mlsanity.com/paper/2312.15856/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 47 of its 86 references that are in the map.
- First posted on arXiv 26 Dec 2023.

## Builds on (most cited first, 30 of 47)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Scene Representation Networks: Continuous 3D-Structure-Aware Neural Scene Representations](https://mlsanity.com/paper/1906.01618/) (2019)
- [pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D Reconstruction](https://mlsanity.com/paper/2312.12337/) (2023)
- [Local Light Field Fusion: Practical View Synthesis with Prescriptive Sampling Guidelines](https://mlsanity.com/paper/1905.00889/) (2019)
- [BARF: Bundle-Adjusting Neural Radiance Fields](https://mlsanity.com/paper/2104.06405/) (2021)
- [Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans](https://mlsanity.com/paper/2012.15838/) (2020)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [MonoSDF: Exploring Monocular Geometric Cues for Neural Implicit Surface Reconstruction](https://mlsanity.com/paper/2206.00665/) (2022)
- [GET3D: A Generative Model of High Quality 3D Textured Shapes Learned from Images](https://mlsanity.com/paper/2209.11163/) (2022)
- [DeepVoxels: Learning Persistent 3D Feature Embeddings](https://mlsanity.com/paper/1812.01024/) (2018)
- [Extracting Triangular 3D Models, Materials, and Lighting From Images](https://mlsanity.com/paper/2111.12503/) (2021)
- [Neural Point-Based Graphics](https://mlsanity.com/paper/1906.08240/) (2019)
- [Learning Object-Compositional Neural Radiance Field for Editable Scene Rendering](https://mlsanity.com/paper/2109.01847/) (2021)
- [Editing Conditional Radiance Fields](https://mlsanity.com/paper/2105.06466/) (2021)
- [NeRF-Editing: Geometry Editing of Neural Radiance Fields](https://mlsanity.com/paper/2205.04978/) (2022)
- [Stereo Magnification: Learning View Synthesis using Multiplane Images](https://mlsanity.com/paper/1805.09817/) (2018)
- [Inverse Rendering for Complex Indoor Scenes: Shape, Spatially-Varying Lighting and SVBRDF from a Single Image](https://mlsanity.com/paper/1905.02722/) (2019)
- [Neural Volumes: Learning Dynamic Renderable Volumes from Images](https://mlsanity.com/paper/1906.07751/) (2019)
- [Shape, Light, and Material Decomposition from Images using Monte Carlo Rendering and Denoising](https://mlsanity.com/paper/2206.03380/) (2022)
- [ARF: Artistic Radiance Fields](https://mlsanity.com/paper/2206.06360/) (2022)
- [NeuMesh: Learning Disentangled Neural Mesh-based Implicit Field for Geometry and Texture Editing](https://mlsanity.com/paper/2207.11911/) (2022)
- [StylizedNeRF: Consistent 3D Scene Stylization as Stylized NeRF via 2D-3D Mutual Learning](https://mlsanity.com/paper/2205.12183/) (2022)
- [NeRFactor: Neural Factorization of Shape and Reflectance Under an Unknown Illumination](https://mlsanity.com/paper/2106.01970/) (2021)

## Built on by (most cited first, 3 of 3)

- [AIC MLLM: Autonomous Interactive Correction MLLM for Robust Robotic Manipulation](https://mlsanity.com/paper/2406.11548/) (2024)
- [Efficiency Follows Global-Local Decoupling](https://mlsanity.com/paper/2603.19567/) (2026)
- [NG-GS: NeRF-Guided 3D Gaussian Splatting Segmentation](https://mlsanity.com/paper/2604.14706/) (2026)

## Abstract (arXiv)

A key challenge in fine-grained 3D-based interactive editing is the absence of an efficient representation that balances diverse modifications with high-quality view synthesis under a given memory constraint. While 3D meshes provide robustness for various modifications, they often yield lower-quality view synthesis compared to 3D Gaussian Splatting, which, in turn, suffers from instability during extensive editing. A straightforward combination of these two representations results in suboptimal performance and fails to meet memory constraints. In this paper, we introduce SplatMesh, a novel fine-grained interactive 3D segmentation and editing algorithm that integrates 3D Gaussian Splat with a precomputed mesh and could adjust the memory request based on the requirement. Specifically, given a mesh, method simplifies it while considering both color and shape, ensuring it meets memory constraints. Then, SplatMesh aligns Gaussian splats with the simplified mesh by treating each triangle as a new reference point. By segmenting and editing the simplified mesh, we can effectively edit the Gaussian splats as well, which will lead to extensive experiments on real and synthetic datasets, coupled with illustrative visual examples, highlighting the superiority of our approach in terms of representation quality and editing performance. Code of our paper can be found here: https://github.com/kaichen-z/SplatMesh.
