Reconstructing dynamic meshes with consistent topology from multi-view temporal images remains a challenge. Existing approaches typically face a dilemma between fine-scale shape recovery and topological stability. Frame-by-frame extraction methods capture fine details but break vertex correspondence, leading to flickering meshes. Conversely, template-based deformation ensures consistency but struggles to adapt its surface resolution during optimization, missing local surface details. To address these limitations, we propose ToCo-Mesh, a dynamic reconstruction framework that maintains topology consistency over time while achieving high-fidelity geometry. Specifically, we introduce a dual-mesh representation, where a canonical template mesh is tightly bound to time-varying coarse guide meshes via barycentric parameterization. While keeping guide meshes fixed to condition the deformation, we perform error-driven split-and-merge on the template mesh to progressively increase reconstruction fidelity. Furthermore, to suppress surface irregularities and achieve photorealistic rendering, we incorporate a Surface-Aligned 2DGS module. By anchoring flattened Gaussians to mesh faces, we utilize their rendered normals to guide inverse geometric fine-tuning. To our knowledge, ToCo-Mesh is the first framework to enable adaptive mesh refinement while maintaining strict topological consistency. Extensive experiments demonstrate that our method achieves SOTA geometric accuracy while maintaining competitive rendering quality.
Figures & tables
Figure 1. Overview of ToCo-Mesh. Our method enables topology-consistent dynamic mesh reconstruction from temporal images. We introduce (a) an error-driven adaptive tessellation strategy on a canonical template to allocate mesh resolution to evolving details; (b) a Surface-Aligned 2DGS formulation that anchors 2DGS to mesh faces for rendering, while utilizing rendered normals to inversely refine mesh geometry; and (c) high-fidelity reconstruction results. A visual overview of the proposed ToCo-Mesh method.
Figure 2. Pipeline of ToCo-Mesh. Stage I: We optimize a template mesh using barycentric binding and adaptive vertex split/merge to recover evolving shapes. Stage II: Surface-Aligned 2DGS are adsorbed on faces, where their high-quality normals guide the final mesh fine-tuning to eliminate artifacts. The pipeline of ToCo-Mesh, showing the two-stage optimization and the flow of data from input images and guide meshes to the final high-fidelity dynamic mesh sequence.
Figure 3. Illustration of vertex split and merge. Diagram showing how vertex splitting and merging are performed on the mesh.
Figure 4. Surface-Aligned 2DGS is parameterized relative to the mesh surface, while mesh-absorbed 3DGS is distributed within the mesh volume. Comparison between surface-Aligned 2DGS and mesh-absorbed 3DGS representations.
Type
Method
Corresp
Duck
Horse
Bird
Beagle
Torus2sphere
Girlwalk
CD ↓
EMD ↓
CD ↓
EMD ↓
CD ↓
EMD ↓
CD ↓
EMD ↓
CD ↓
EMD ↓
CD ↓
EMD ↓
NeRF-Based
D-NeRF
×
0.934
0.073
1.685
0.280
1.532
0.163
1.001
0.149
1.760
0.250
0.601
0.190
TiNeuVox-B
×
0.969
0.059
1.918
0.246
8.264
0.215
0.874
0.129
2.115
0.203
0.568
0.184
3DGS-Based
4D-GS
×
1.134
0.111
1.500
0.272
2.311
0.187
0.644
0.106
2.188
0.261
0.596
0.315
Deformable-GS
×
2.366
0.115
1.510
0.217
1.358
0.141
1.154
0.161
2.210
0.248
1.103
0.183
SC-GS
×
1.306
0.097
0.897
0.177
0.897
0.166
3.359
0.147
2.045
0.225
0.623
0.203
Table 1. Quantitative comparison on the DG-Mesh dataset. Our method achieves the best geometric accuracy in most scenes while maintaining strict topological consistency. denotes the best, second best, third best, respectively.
CD ↓
EMD ↓
PSNR ↑
3D-TS ↓
∣V∣
Time ↓
4D-GS
1.396
0.209
32.48
1.47
729K
11 min
Deformable-GS
1.617
0.178
32.42
1.41
707K
19 min
SC-GS
1.521
0.169
38.17
1.53
709K
58 min
DG-Mesh
0.697
0.130
30.67
0.91
82K
127 min
D-2DGS
0.730
0.142
35.36
1.26
786K
186 min
MaGS
1.719
0.108
39.69
0.08
0.5K
66 min
Table 2. Quantitative geometry comparison on the DG-Mesh dataset.
PSNR ↑
SSIM ↑
LPIPS ↓
Deformable-GS
38.11
0.995
0.009
4D-GS
35.22
0.990
0.019
SC-GS
42.04
0.996
0.009
DG-Mesh
29.04
0.958
0.055
D-2DGS
33.61
0.982
0.024
MaGS
42.87
0.998
0.005
Table 3. Quantitative comparison of rendering quality on D-NeRF dataset.
CD ↓
EMD ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
Anim-NeRF
/
/
28.48
0.961
0.038
> 12h
SplattingAvatar
/
/
29.62
0.974
0.037
38min
mmlphuman
/
/
35.54
0.992
0.030
> 24h
Deformable-GS
1.63
0.180
33.24
0.984
0.019
21min
SC-GS
3.48
0.192
28.96
0.972
0.037
63min
DG-Mesh
1.14
0.168
30.33
0.972
0.029
134min
Table 4. Quantitative comparison on the HuMMan dataset.
Figure 5. Qualitative geometry comparison on the DG-Mesh dataset. ToCo-Mesh produces smoother surfaces and more faithful geometric details, while effectively reducing noise and floating artifacts in dynamic reconstruction. Qualitative geometry comparison on the DG-Mesh dataset. ToCo-Mesh produces smoother surfaces and more faithful geometric details, while effectively reducing noise and floating artifacts in dynamic reconstruction.
Figure 6. Qualitative Novel View Synthesis and geometry comparison on the HuMMan dataset, which involves large-amplitude human motions. ToCo-Mesh reconstructs more faithful human geometry and preserves finer facial and hand details than competing methods. Qualitative novel view synthesis and geometry comparison on the HuMMan dataset, which involves large-amplitude human motions. ToCo-Mesh reconstructs more faithful human geometry and preserves finer facial and hand details than competing methods.
Figure 7. Qualitative novel view synthesis comparison on the D-NeRF dataset. We show rendered images from held-out viewpoints for several representative dynamic scenes. Compared with existing methods, ToCo-Mesh preserves sharp silhouettes and coherent fine details under motions. Qualitative novel view synthesis comparison on the D-NeRF dataset. We show rendered images from held-out viewpoints for several representative dynamic scenes. Compared with existing methods, ToCo-Mesh preserves sharp silhouettes and coherent fine details under motions.
Figure 8. Mesh-based NVS and texture editing with a shared UV atlas. The topology-consistent meshes enable UV-based rendering, and direct edits on the texture atlas are consistently reflected in novel views. Mesh-based NVS and texture editing with a shared UV atlas. The topology-consistent meshes enable UV-based rendering, and direct edits on the texture atlas are consistently reflected in novel views.
Figure 9. Mesh-guided simulation and animation. (a) Simulated guide meshes, including rigid–soft collision and wind-driven garment deformation, are used to render physically edited results. (b) Edited SMPL motions drive our reconstructed human model to produce animated renderings. Mesh-guided simulation and animation. (a) Simulated guide meshes, including rigid–soft collision and wind-driven garment deformation, are used to render physically edited results. (b) Edited SMPL motions drive our reconstructed human model to produce animated renderings.
Figure 10. Normal map visualization for four ablation settings. hhh
Figure 11. Ablation study on our vertex split and merge strategies. ccc
Appendix figures & tables17 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 12. Structure of MPE-Net. Network structure of MPE-Net.
Figure 13. Structure of RSGD-Net. Network structure of RSGD-Net.
Figure 14. Structure of NDMR-Net. Network structure of NDMR-Net.
Stage
Parameter
Symbol
Value
Stage I
Binding params learning rate
lrparams
5×10−4
Topological update interval
Itopo
200
Degeneracy threshold
τdegen
0.01
Photometric loss weight
λrgb
1.0
SSIM loss weight
λssim
0.2
Silhouette loss weight
λm
0.01
Appendix
Table 5. Key hyperparameters used in experiments.
Setting
CD ↓
EMD ↓
PSNR ↑
#Vertices
Core components
Refined + 2DGS
0.659
0.107
38.75
/
Coarse + 2DGS
1.513
0.110
38.29
/
Refined + 3DGS
0.814
0.124
39.51
/
Coarse + 3DGS
1.720
0.111
39.37
/
Vertex splitting and merging
Appendix
Table 6. Quantitative results for the ablation study on topology adaptation and hyperparameters on the DG-Mesh dataset. Hyperparameter settings are reported as 0.5 × and 2.0 × perturbations of the default values.
Figure 15. Ablation study of loss terms in Stage I on the DG-Mesh dataset. Ablation results for loss terms in Stage I. Shows the effect of removing each loss on mesh quality.
Type
Method
Lego
Bouncingballs
Jumpingjacks
Hook
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
NeRF-Based
D-NeRF
27.71
0.914
0.033
38.18
0.991
0.012
33.73
0.990
0.021
30.42
0.982
0.038
TiNeuVox-B
29.40
0.919
0.030
40.62
0.997
0.008
35.50
0.994
0.019
32.45
0.990
0.037
3DGS-Based
Deformable-GS
33.07
0.979
0.018
37.09
0.997
0.006
37.99
0.998
0.007
36.48
0.996
0.012
4D-GS
28.72
0.982
0.037
40.67
0.996
0.007
36.66
0.996
0.011
33.90
0.992
0.020
SC-GS
33.11
0.989
0.018
44.91
0.998
0.017
41.13
0.998
0.007
39.89
0.997
0.008
Appendix
Table 7. Quantitative novel view synthesis comparison on the D-NeRF dataset. ToCo-Mesh achieves competitive rendering quality compared to SOTA methods.
Figure 16. Analysis of the relationship between geometric accuracy and the final mesh vertex count on the DG-Mesh dataset.
Figure 17. Visualization of the topology-adaptive refinement process during Stage I. Starting from the SMPL neutral template, our split-and-merge operations gradually transform the mesh into the subject-specific female form in this scene while preserving a temporally consistent template topology.
Method
p000455_a000986
p000456_a000396
p000465_a000048
PSNR ↑
SSIM ↑
LPIPS ↓
CD ↓
EMD ↓
PSNR ↑
SSIM ↑
LPIPS ↓
CD ↓
EMD ↓
PSNR ↑
SSIM ↑
LPIPS ↓
CD ↓
EMD ↓
Anim-NeRF
27.10
0.954
0.041
\
\
28.65
0.963
0.038
\
\
28.20
0.958
0.040
\
\
SplattingAvatar
28.08
0.973
0.039
\
\
29.70
0.976
0.037
\
\
29.23
0.972
0.040
\
\
mmlphuman
34.62
0.990
0.033
\
\
35.34
0.992
0.026
\
\
36.16
0.992
0.029
\
\
Deformable-GS
33.25
0.979
0.027
1.58
0.178
33.16
0.988
0.014
1.62
0.181
31.69
0.978
0.024
1.75
0.185
SC-GS
20.97
0.921
0.077
3.65
0.198
31.28
0.985
0.027
3.42
0.191
31.10
0.981
0.031
3.58
0.194
Appendix
Table 8. Detailed quantitative comparison on the HuMMan dataset. We report rendering and geometric metrics on all selected sequences.
Figure 18. Failure case on the D-NeRF Jumpingjacks scene. While our method captures the overall body and clothing geometry, the nearly closed fingers remain over-smoothed due to coarse guide geometry and weak image evidence in the hand region.
Method
Time (min)
Memory (GB)
FPS
4D-GS
11
1.5
82
Deformable-GS
19
3.0
66
SC-GS
58
3.6
78
DG-Mesh
127
9.5
45
D-2DGS
186
4.1
71
MaGS
66
6.8
70
Appendix
Table 9. Comparison of training time, peak GPU memory usage, and rendering FPS among representative methods.
Scene
FPS
#Gaussians
Lego
61.39
176k
Bouncingballs
59.08
198k
Jumpingjacks
61.25
180k
Hook
94.87
101k
Mutant
54.20
195k
Standup
69.37
137k
Appendix
Table 10. FPS Experiments with Respect to the Number of 2D Gaussians on the D-NeRF Dataset.
Figure 19. Additional geometry comparison on the DG-Mesh dataset.
Figure 20. Additional novel view synthesis comparison on the DG-Mesh dataset.
Figure 21. Additional novel view synthesis results on the D-NeRF dataset.
Figure 22. Additional novel view synthesis results on the D-NeRF dataset.
Reconstructing surface meshes from multi-view images has remained a core challenge in recent years. Most existing methods, whether implicit or explicit, depend on intermediate representations and post-processing steps like Marching Cubes or TSDF fusion, often resulting in artifacts and fragmented geometry. Directly optimizing explicit meshes is a promising approach. However, it presents two critical challenges. The first is how to adaptively refine mesh topology to capture detail without introducing degenerate faces. The second is how to maintain consistent UV coordinates for high-fidelity texturing as the mesh structure evolves. To overcome these, we propose ExMesh, a novel framework that directly optimizes explicit meshes by integrating differentiable optimization with discrete topology updates. Specifically, we introduce an adaptive vertex splitting and merging strategy, along with real-time UV maintenance, to enable coarse-to-fine optimization while preserving geometric integrity. To our knowledge, ExMesh is the first framework to seamlessly integrate discrete topology operations into a continuous differentiable optimization pipeline. Extensive experiments demonstrate that ExMesh achieves a balance among accuracy, computational efficiency, and mesh conciseness.
Chuanjin Fan, Lifan Wu, Wenjie Chang +3
University of Science and Technology of China · 2National Key Laboratory of Deep Space Exploration, Deep Space Exploration Laboratory
Integrating dynamic 3D reconstructions into physics simulation requires fixed mesh topology for efficient collision detection, but state-of-the-art methods like DG-Mesh produce varying topology optimized for geometric quality. We investigate whether topology conversion can enable physics integration while preserving reconstruction fidelity. We propose a dual-representation framework combining fixed-topology meshes for physics with Gaussian splatting for rendering, achieving 4.65× speedup over varying-topology baselines through runtime vertex buffer updates. We evaluate two conversion strategies, temporal correspondence tracking and template-based projection, against native fixed-topology methods (MaGS) on the DG-Mesh dataset. Our evaluation reveals that both conversion approaches incur 65-80% geometric degradation, producing results inferior to MaGS despite DG-Mesh's superior initial quality. This demonstrates that high-quality reconstruction and physics-compatible topology represent fundamentally distinct objectives that cannot be reconciled through post-processing. Our findings inform future development of physics-aware reconstruction methods and our framework enables real-time simulation with any fixed-topology approach.
This paper addresses the problem of dynamic scene surface reconstruction using Gaussian Splatting (GS), aiming to recover temporally consistent geometry. While existing GS-based dynamic surface reconstruction methods can yield superior reconstruction, they are typically limited to either a single object or objects with only small deformations, struggling to maintain temporally consistent surface reconstruction of large deformations over time. We propose ``4DSurf'', a novel and unified framework for generic dynamic surface reconstruction that does not require specifying the number or types of objects in the scene, can handle large surface deformations and temporal inconsistency in reconstruction. The key innovation of our framework is the introduction of Gaussian deformations induced Signed Distance Function Flow Regularization that constrains the motion of Gaussians to align with the evolving surface. To handle large deformations, we introduce an Overlapping Segment Partitioning strategy that divides the sequence into overlapping segments with small deformations and incrementally passes geometric information across segments through the shared overlapping timestep. Experiments on two challenging dynamic scene datasets, Hi4D and CMU Panoptic, demonstrate that our method outperforms state-of-the-art surface reconstruction methods by 49% and 19% in Chamfer distance, respectively, and achieves superior temporal consistency under sparse-view settings.