# Dynamic Gaussians Mesh: Consistent Mesh Reconstruction from Dynamic Scenes

arXiv: https://arxiv.org/abs/2404.12379 · HTML: https://mlsanity.com/paper/2404.12379/

## Key facts

- Cited by 22 papers in the map (data through 14 Oct 2026).
- Builds on 44 of its 58 references that are in the map.
- First posted on arXiv 18 Apr 2024.

## Builds on (most cited first, 30 of 44)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation](https://mlsanity.com/paper/2309.16653/) (2023)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2011.13084/) (2020)
- [K-Planes: Explicit Radiance Fields in Space, Time, and Appearance](https://mlsanity.com/paper/2301.10241/) (2023)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Pixel2Mesh: Generating 3D Mesh Models from Single RGB Images](https://mlsanity.com/paper/1804.01654/) (2018)
- [HexPlane: A Fast Representation for Dynamic Scenes](https://mlsanity.com/paper/2301.09632/) (2023)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (2023)
- [Non-Rigid Neural Radiance Fields: Reconstruction and Novel View Synthesis of a Dynamic Scene From Monocular Video](https://mlsanity.com/paper/2012.12247/) (2020)
- [Deep Marching Tetrahedra: a Hybrid Representation for High-Resolution 3D Shape Synthesis](https://mlsanity.com/paper/2111.04276/) (2021)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [Dynamic View Synthesis from Dynamic Monocular Video](https://mlsanity.com/paper/2105.06468/) (2021)
- [Space-time Neural Irradiance Fields for Free-Viewpoint Video](https://mlsanity.com/paper/2011.12950/) (2020)
- [SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes](https://mlsanity.com/paper/2312.14937/) (2023)
- [Fast Dynamic Radiance Fields with Time-Aware Neural Voxels](https://mlsanity.com/paper/2205.15285/) (2022)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [Learning Category-Specific Mesh Reconstruction from Image Collections](https://mlsanity.com/paper/1803.07549/) (2018)
- [Neural Radiance Flow for 4D View Synthesis and Video Processing](https://mlsanity.com/paper/2012.09790/) (2020)
- [Tensor4D : Efficient Neural 4D Decomposition for High-fidelity Dynamic Reconstruction and Rendering](https://mlsanity.com/paper/2211.11610/) (2022)
- [Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle](https://mlsanity.com/paper/2312.03431/) (2023)
- [Monocular Dynamic View Synthesis: A Reality Check](https://mlsanity.com/paper/2210.13445/) (2022)
- [BANMo: Building Animatable 3D Neural Models from Many Casual Videos](https://mlsanity.com/paper/2112.12761/) (2021)
- [Tracking Anything with Decoupled Video Segmentation](https://mlsanity.com/paper/2309.03903/) (2023)
- [Shape As Points: A Differentiable Poisson Solver](https://mlsanity.com/paper/2106.03452/) (2021)
- [Flexible Isosurface Extraction for Gradient-Based Mesh Optimization](https://mlsanity.com/paper/2308.05371/) (2023)

## Built on by (most cited first, 22 of 22)

- [DynaSurfGS: Dynamic Surface Reconstruction with Planar-based Gaussian Splatting](https://mlsanity.com/paper/2408.13972/) (2024)
- [Motion 3-to-4: 3D Motion Reconstruction for 4D Synthesis](https://mlsanity.com/paper/2601.14253/) (2026)
- [Dynamic 2D Gaussians: Geometrically Accurate Radiance Fields for Dynamic Objects](https://mlsanity.com/paper/2409.14072/) (2024)
- [MaGS: Reconstructing and Simulating Dynamic 3D Objects with Mesh-adsorbed Gaussian Splatting](https://mlsanity.com/paper/2406.01593/) (2024)
- [Flow Equivariant World Models: Memory for Partially Observed Dynamic Environments](https://mlsanity.com/paper/2601.01075/) (2026)
- [FastAvatar: Instant 3D Gaussian Splatting for Faces from Single Unconstrained Poses](https://mlsanity.com/paper/2508.18389/) (2025)
- [One Video, One World: Turning Monocular Video into Physical 4D Scenes](https://mlsanity.com/paper/2606.31388/) (2026)
- [Recovering Dynamic 3D Sketches from Videos](https://mlsanity.com/paper/2503.20321/) (2025)
- [Grow with the Flow: 4D Reconstruction of Growing Plants with Gaussian Flow Fields](https://mlsanity.com/paper/2602.08958/) (2026)
- [Advances in 4D Generation: A Survey](https://mlsanity.com/paper/2503.14501/) (2025)
- [TagSplat: Topology-Aware Gaussian Splatting for Dynamic Mesh Modeling and Tracking](https://mlsanity.com/paper/2512.01329/) (2025)
- [Visionary: The World Model Carrier Built on WebGPU-Powered Gaussian Splatting Platform](https://mlsanity.com/paper/2512.08478/) (2025)
- [SV-GS: Sparse View 4D Reconstruction with Skeleton-Driven Gaussian Splatting](https://mlsanity.com/paper/2601.00285/) (2026)
- [SPRig: Self-Supervised Pose-Invariant Rigging from Mesh Sequences](https://mlsanity.com/paper/2602.12740/) (2026)
- [OMeGa: Joint Optimization of Explicit Meshes and Gaussian Splats for Robust Scene-Level Surface Reconstruction](https://mlsanity.com/paper/2509.24308/) (2025)
- [Gaussian Mesh Renderer for Lightweight Differentiable Rendering](https://mlsanity.com/paper/2602.14493/) (2026)
- [Detailed Geometry and Appearance from Opportunistic Motion](https://mlsanity.com/paper/2603.26665/) (2026)
- [4D Vessel Reconstruction for Benchtop Thrombectomy Analysis](https://mlsanity.com/paper/2604.06671/) (2026)
- [D-Prism: Differentiable Primitives for Structured Dynamic Modeling](https://mlsanity.com/paper/2604.17082/) (2026)
- [GrainGS: Gradient-Decoupled Gaussian Splatting for Efficient Dynamic Novel View Synthesis](https://mlsanity.com/paper/2607.21448/) (2026)
- [Future Rendering neq Future Surface: A Benchmark and Dataset for Dynamic Surface Reconstruction Beyond the Observed Window](https://mlsanity.com/paper/2607.21471/) (2026)
- [ToCo-Mesh: Topology-Consistent Dynamic Mesh Reconstruction via Adaptive Tessellation and Surface-Aligned 2DGS](https://mlsanity.com/paper/2609.29529/) (2026)

## Abstract (arXiv)

Modern 3D engines and graphics pipelines require mesh as a memory-efficient representation, which allows efficient rendering, geometry processing, texture editing, and many other downstream operations. However, it is still highly difficult to obtain high-quality mesh in terms of detailed structure and time consistency from dynamic observations. To this end, we introduce Dynamic Gaussians Mesh (DG-Mesh), a framework to reconstruct a high-fidelity and time-consistent mesh from dynamic input. Our work leverages the recent advancement in 3D Gaussian Splatting to construct the mesh sequence with temporal consistency from dynamic observations. Building on top of this representation, DG-Mesh recovers high-quality meshes from the Gaussian points and can track the mesh vertices over time, which enables applications such as texture editing on dynamic objects. We introduce the Gaussian-Mesh Anchoring, which encourages evenly distributed Gaussians, resulting better mesh reconstruction through mesh-guided densification and pruning on the deformed Gaussians. By applying cycle-consistent deformation between the canonical and the deformed space, we can project the anchored Gaussian back to the canonical space and optimize Gaussians across all time frames. During the evaluation on different datasets, DG-Mesh provides significantly better mesh reconstruction and rendering than baselines. Project page: https://www.liuisabella.com/DG-Mesh
