# MeshSplatBench: A Unified Benchmark for Triangle- and Mesh-Based Neural Rendering

arXiv: https://arxiv.org/abs/2609.01306 · HTML: https://mlsanity.com/paper/2609.01306/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 23 of its 29 references that are in the map.
- First posted on arXiv 1 Sep 2026.

## Builds on (most cited first, 23 of 23)

- [Very Deep Convolutional Networks for Large-Scale Image Recognition](https://mlsanity.com/paper/1409.1556/) (2014)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [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)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (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)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis](https://mlsanity.com/paper/2302.14859/) (2023)
- [3D Gaussian Splatting as Markov Chain Monte Carlo](https://mlsanity.com/paper/2404.09591/) (2024)
- [GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting](https://mlsanity.com/paper/2402.01459/) (2024)
- [Triangle Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2505.19175/) (2025)
- [NerfBaselines: Consistent and Reproducible Evaluation of Novel View Synthesis Methods](https://mlsanity.com/paper/2406.17345/) (2024)
- [MeshSplatting: Differentiable Rendering with Opaque Meshes](https://mlsanity.com/paper/2512.06818/) (2025)
- [2D Triangle Splatting for Direct Differentiable Mesh Training](https://mlsanity.com/paper/2506.18575/) (2025)
- [DiffSoup: Direct Differentiable Rasterization of Triangle Soup for Extreme Radiance Field Simplification](https://mlsanity.com/paper/2603.27151/) (2026)
- [Splatwizard: A Benchmark Toolkit for 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2512.24742/) (2025)

## Abstract (arXiv)

Triangle- and mesh-based neural rendering seeks to bridge neural representations and graphics engines through triangle primitives compatible with standard rasterization. Yet existing methods were developed and evaluated under inconsistent settings, with few direct comparisons and little evaluation in graphics engines. We introduce MeshSuite, the first benchmark for systematic evaluation of engine deployment and Non-Engine Render in triangle- and mesh-based neural rendering. MeshSuite evaluates two deployment settings: Standard Deployment, using an opaque mesh pipeline with vertex colors and hardware Z-buffering; and Dedicated Deployment, using method-specific engine implementations to preserve appearance and compositing features. For mesh splatting, we also audit exported surfaces for topological and geometric integrity as downstream graphics assets. Our results show that engine deployment reduces image quality in both settings; among evaluated methods, MeshSplatting degrades least under Standard Deployment. Dedicated Deployment preserves most fidelity at roughly 5-33x the runtime of Standard Deployment across two deployment datasets. For mesh splatting, explicit connectivity and shared indexing remain limited: shared vertex indexing alone guarantees neither manifoldness nor global connectivity. These findings show that rasterizability is only part of graphics readiness and underscore the need to assess engine deployment. Project page: https://prinasi.github.io/MeshSuite.
