# Integrating Meshes and 3D Gaussians for Indoor Scene Reconstruction with SAM Mask Guidance

arXiv: https://arxiv.org/abs/2407.16173 · HTML: https://mlsanity.com/paper/2407.16173/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 22 of its 26 references that are in the map.
- First posted on arXiv 23 Jul 2024.

## Builds on (most cited first, 22 of 22)

- [Segment Anything](https://mlsanity.com/paper/2304.02643/) (2023)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Habitat: A Platform for Embodied AI Research](https://mlsanity.com/paper/1904.01201/) (2019)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [The Replica Dataset: A Digital Replica of Indoor Spaces](https://mlsanity.com/paper/1906.05797/) (2019)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [Gaussian Grouping: Segment and Edit Anything in 3D Scenes](https://mlsanity.com/paper/2312.00732/) (2023)
- [Feature 3DGS: Supercharging 3D Gaussian Splatting to Enable Distilled Feature Fields](https://mlsanity.com/paper/2312.03203/) (2023)
- [NeuS2: Fast Learning of Neural Implicit Surfaces for Multi-view Reconstruction](https://mlsanity.com/paper/2212.05231/) (2022)
- [High-quality Surface Reconstruction using Gaussian Surfels](https://mlsanity.com/paper/2404.17774/) (2024)
- [DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshing](https://mlsanity.com/paper/2403.17822/) (2024)
- [HorizonNet: Learning Room Layout with 1D Representation and Pano Stretch Data Augmentation](https://mlsanity.com/paper/1901.03861/) (2019)
- [Delicate Textured Mesh Recovery from NeRF via Adaptive Surface Refinement](https://mlsanity.com/paper/2303.02091/) (2023)
- [FreeSplat: Generalizable 3D Gaussian Splatting Towards Free-View Synthesis of Indoor Scenes](https://mlsanity.com/paper/2405.17958/) (2024)
- [GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction](https://mlsanity.com/paper/2403.16964/) (2024)
- [Feature Splatting: Language-Driven Physics-Based Scene Synthesis and Editing](https://mlsanity.com/paper/2404.01223/) (2024)
- [360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming](https://mlsanity.com/paper/2402.00763/) (2024)
- [GaussianRoom: Improving 3D Gaussian Splatting with SDF Guidance and Monocular Cues for Indoor Scene Reconstruction](https://mlsanity.com/paper/2405.19671/) (2024)
- [LGT-Net: Indoor Panoramic Room Layout Estimation with Geometry-Aware Transformer Network](https://mlsanity.com/paper/2203.01824/) (2022)
- [Interactive Segment Anything NeRF with Feature Imitation](https://mlsanity.com/paper/2305.16233/) (2023)

## Built on by (most cited first, 4 of 4)

- [SurfaceSplat: Connecting Surface Reconstruction and Gaussian Splatting](https://mlsanity.com/paper/2507.15602/) (2025)
- [CityGo: Lightweight Urban Modeling and Rendering with Proxy Buildings and Residual Gaussians](https://mlsanity.com/paper/2505.21041/) (2025)
- [3D Gaussian Flats: Hybrid 2D/3D Photometric Scene Reconstruction](https://mlsanity.com/paper/2509.16423/) (2025)
- [Hybrid Mesh-Gaussian Representation for Efficient Indoor Scene Reconstruction](https://mlsanity.com/paper/2506.06988/) (2025)

## Abstract (arXiv)

We present a novel approach for 3D indoor scene reconstruction that combines 3D Gaussian Splatting (3DGS) with mesh representations. We use meshes for the room layout of the indoor scene, such as walls, ceilings, and floors, while employing 3D Gaussians for other objects. This hybrid approach leverages the strengths of both representations, offering enhanced flexibility and ease of editing. However, joint training of meshes and 3D Gaussians is challenging because it is not clear which primitive should affect which part of the rendered image. Objects close to the room layout often struggle during training, particularly when the room layout is textureless, which can lead to incorrect optimizations and unnecessary 3D Gaussians. To overcome these challenges, we employ Segment Anything Model (SAM) to guide the selection of primitives. The SAM mask loss enforces each instance to be represented by either Gaussians or meshes, ensuring clear separation and stable training. Furthermore, we introduce an additional densification stage without resetting the opacity after the standard densification. This stage mitigates the degradation of image quality caused by a limited number of 3D Gaussians after the standard densification.
