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TetSphere Splatting: Representing High-Quality Geometry with Lagrangian Volumetric Meshes

ICLR 2025 · 3D vision › Face and shape · approach: Textured mesh generation · 2 citations (OpenAlex)

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Proposes TetSphere splatting, a Lagrangian 3D shape representation that deforms collections of volumetric tetrahedral spheres under rendering loss plus bi-harmonic and non-inversion regularizers to get high-quality meshes.

Problem

Existing 3D geometry representations (Eulerian grids/neural fields and Lagrangian point clouds or surface triangles) produce poor mesh quality, with irregular triangles, non-manifoldness, and floating artifacts, which hinders downstream rendering and simulation.

Approach

Use a collection of volumetric tetrahedralized spheres as Lagrangian primitives, deformed by gradient descent under differentiable rendering loss, a bi-harmonic energy on the deformation gradient field, and a soft non-inversion penalty, so that volumetric connectivity enforces mesh regularity.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use multiple TetSpheres rather than a single TetSphere (ablation)TetSphere Splatting · Multi-view reconstruction, dress and sorterReconstruction qualityHelped
Increase the number of TetSpheres (ablation)TetSphere Splatting · Multi-view reconstruction, dress and sorterReconstruction qualityHelped
Increase the number of TetSpheres beyond 434 for the dress or 239 for the sorter (ablation)TetSphere Splatting · Multi-view reconstruction, dress and sorterReconstruction qualityNo clear effect
Increase the average number of tetrahedra per TetSphere (ablation)TetSphere Splatting · Multi-view reconstructionChamfer DistanceHelped
Increase the number of tetrahedra per TetSphere instead of increasing the number of TetSpheres (ablation)TetSphere Splatting · Multi-view reconstructionReconstruction accuracyMixed
Add volumetric regularization (ablation)TetSphere Splatting · Sphere reconstruction inversion studyTetrahedron inversionHelped
Use TetSphere Splatting rather than the strongest reported baselineMulti-view reconstruction · Multi-view reconstructionVolume IoU: 0.6182 -> 0.6844Helped
Use TetSphere Splatting rather than DMeshMulti-view reconstruction · Multi-view reconstructionALR: 0.1193 -> 0.6602Helped
Use TetSphere Splatting rather than DMeshMulti-view reconstruction · Multi-view reconstructionChamfer Distance: 0.0136 -> 0.0184Hurt
Use TetSphere Splatting rather than Open-LRMSingle-view reconstruction · Single-view reconstruction, GSOVolume IoU: 0.5945 -> 0.6317Helped
Use TetSphere Splatting rather than SyncDreamerSingle-view reconstruction · Single-view reconstruction, GSOChamfer Distance: 0.0261 -> 0.0351Hurt
Use TetSphere Splatting rather than DreamGaussianImage-to-3D generation · Image-to-3D generation, 40GB A100Maximal Batch Size: 80 -> 120Helped

Surprising findings

Limitations

Experimental setup

Datasets: Thingi32 DeepFashion3D Objaverse Google Scanned Objects

Benchmarks: Thingi32 DeepFashion3D Objaverse Google Scanned Objects

Metrics: Chamfer Distance Volume IoU Area-Length Ratio Manifoldness Rate Connected Component Discrepancy F-Score Normal Consistency Edge Chamfer Distance Edge F-Score maximal batch size

Baselines: NIE FlexiCubes 2DGS DMesh Magic123 One-2-3-45 SyncDreamer Wonder3D Open-LRM DreamGaussian NeuS VolSDF

Builds on: Gaussian splatting DMesh Wonder3D DreamCraft3D Magic123

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