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Dynamic Gaussians Mesh: Consistent Mesh Reconstruction from Dynamic Scenes
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Proposes DG-Mesh, which jointly optimizes deformable 3D Gaussians and a differentiable Poisson/marching-cubes mesh to reconstruct time-consistent, high-fidelity dynamic meshes with cross-frame vertex correspondence.
Problem
Obtaining high-quality, detailed, and time-consistent meshes with cross-frame vertex correspondence from dynamic monocular or multi-view observations is difficult; prior volumetric and template-based methods fail on thin structures, topology changes, or produce oversized meshes.
Approach
Maintain canonical 3D Gaussians deformed per timestep; convert deformed Gaussians to meshes via differentiable Poisson solver (DPSR) and differentiable marching cubes; apply Gaussian-Mesh Anchoring (mesh-guided densification/pruning so Gaussians map 1-1 to faces) and a cycle-consistent forward/backward deformation loss to propagate anchored Gaussians back to canonical space, yielding mesh-to-mesh
Key results
- On the DG-Mesh synthetic dataset, DG-Mesh achieves lower Chamfer Distance and EMD than all baselines on most scenes (e.g., Bird CD 0.510 vs 0.742 for next best K-Plane) and higher mesh-rendering PSNR (e.g., Horse 30.865 vs 22.395).
- On D-NeRF, DG-Mesh reports mesh-rendering PSNR of about 30 dB on average, e.g., Bouncingballs 29.145 and Jumpingjacks 31.769 versus baseline volumetric methods.
- On Nerfies, DG-Mesh achieves 10.9 mesh FPS versus 0.10 for Deformable-GS, with mesh rendering PSNR 27.238 vs 28.310 for Deformable-GS image PSNR.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use DG-Mesh instead of the strongest listed baseline | dynamic mesh reconstruction · Duck, Horse, Bird, Beagle, Torus2sphere, and Girlwalk | CD | Helped |
| use DG-Mesh instead of the strongest listed baseline | D-NeRF mesh rendering · Bouncingballs and Jumpingjacks | mesh PSNR | Helped |
| use DG-Mesh instead of the strongest listed baseline | D-NeRF mesh rendering · Lego | mesh PSNR | Mixed |
| add Laplacian regularization with weight 1000 rather than no Laplacian regularization (ablation) | DG-Mesh · mesh reconstruction and rendering | mesh PSNR: 31.947 -> 33.890 | Helped |
| increase Laplacian weight from 1000 to 2000 (ablation) | DG-Mesh · mesh reconstruction and rendering | mesh PSNR: 33.890 -> 32.891 | Hurt |
| add Gaussian-Mesh Anchoring (ablation) | DG-Mesh · mesh reconstruction | CD: 0.685 -> 0.516 | Helped |
| add Gaussian-Mesh Anchoring (ablation) | DG-Mesh · mesh reconstruction | EMD: 0.146 -> 0.128 | Helped |
| add Gaussian-Mesh Anchoring (ablation) | DG-Mesh · mesh reconstruction | mesh PSNR: 31.283 -> 32.734 | Helped |
| change anchoring interval from 50 to 100 (ablation) | DG-Mesh · mesh reconstruction | CD: 0.314 -> 0.306 | Helped |
| increase anchoring interval from 100 to 500 (ablation) | DG-Mesh · mesh reconstruction | CD: 0.306 -> 0.320 | Hurt |
| fine-tune baselines with mesh-rendering loss (ablation) | K-Plane, TiNeuVox, and Deformable-GS versus DG-Mesh · fine-tuned mesh rendering | mesh PSNR: 24.683; 24.149; 22.519 -> 29.782 | Helped |
Surprising findings
- Fine-tuning baselines with a mesh rendering loss still leaves DG-Mesh ahead in mesh rendering PSNR, though the baselines' geometry quality remains worse.
Limitations
- Applied mainly to foreground objects, requiring segmentation masks for real videos.
- Correspondence becomes difficult under significant topology changes, such as new objects or parts appearing over time.
- Like other dynamic Gaussian methods, struggles with extreme object motion or imperfect segmentation.
Experimental setup
Datasets: D-NeRF DG-Mesh dataset (rendered synthetic) Nerfies DyCheck Unbiased4D NeuralActor self-captured iPhone videos
Benchmarks: DG-Mesh dataset D-NeRF Nerfies
Metrics: Chamfer Distance Earth Mover Distance PSNR mesh rendering PSNR SSIM LPIPS FPS
Baselines: D-NeRF K-Planes HexPlane TiNeuVox 4D-GS Deformable-GS 4DGS SC-GS
Builds on: 3D Gaussian Splatting Deformable 3D Gaussians Differentiable Poisson Surface Reconstruction Differentiable Marching Cubes Nvdiffrast
Closest papers by meaning
- Fully Explicit Dynamic Gaussian Splatting (NeurIPS 2024 · similarity 0.90)
- SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering (CVPR 2024 · similarity 0.90)
- D-MiSo: Editing Dynamic 3D Scenes using Multi-Gaussians Soup (NeurIPS 2024 · similarity 0.89)
- FreeTimeGS: Free Gaussian Primitives at Anytime Anywhere for Dynamic Scene Reconstruction (CVPR 2025 · similarity 0.89)
- Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle (CVPR 2024 · similarity 0.89)
- Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling (AAAI 2025 · similarity 0.89)
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