cs.CVNov 4, 2026

Gaussians Can Subtract: Neural Dissolve Fields for Hybrid Scene Rendering

Authors: Yiyan Wang, Haohan Liu, Tetsuo Shibuya

Organizations: The University of Tokyo, Japan · Fuzhou University, China

Abstract

Hybrid Mesh-Gaussian rendering combines compact textured surfaces with flexible 3D Gaussian primitives, offering an efficient alternative to purely Gaussian scene representations for structured environments. Existing scene-reconstruction hybrids commonly follow an additive formulation, where Gaussian residuals compensate for errors left by the mesh. However, not every Mesh-Gaussian conflict is caused by missing content: residual geometry errors, occlusion mismatch, texture-projection artifacts, and view-dependent appearance can make the same mesh content consistent in one view but inconsistent in another. We therefore formulate hybrid rendering as a multi-view inconsistency problem and present Gaussolve, a subtract-and-refill framework that selectively dissolves inconsistent mesh content before residual Gaussians refill the revealed regions. We introduce a lightweight Neural Dissolve Field, parameterized by scalar spherical-harmonic Gaussians, to learn where and from which viewing directions mesh content should be dissolved. A continuous transmittance fusion rule progressively exposes residual Gaussians behind the dissolved mesh, preserving their reconstruction gradients and avoiding hard visibility discontinuities. Experiments on structured and semi-structured scenes demonstrate higher visual fidelity with fewer Gaussian primitives and faster rendering. Project page: https://ooosn.github.io/gaussians-can-subtract/

Figures & tables

Explore similar work

Apr 16, 2026

Hybrid Latents: Geometry-Appearance-Aware Surfel Splatting

We introduce a hybrid Gaussian-hash-grid radiance representation for reconstructing 2D Gaussian scene models from multi-view images. Similar to NeST splatting, our approach reduces the entanglement between geometry and appearance common in NeRF-based models, but adds per-Gaussian latent features alongside hash-grid features to bias the optimizer toward a separation of low- and high-frequency scene components. This explicit frequency-based decomposition reduces the tendency of high-frequency texture to compensate for geometric errors. Encouraging Gaussians with hard opacity falloffs further strengthens the separation between geometry and appearance, improving both geometry reconstruction and rendering efficiency. Finally, probabilistic pruning combined with a sparsity-inducing BCE opacity loss allows redundant Gaussians to be turned off, yielding a minimal set of Gaussians sufficient to represent the scene. Using both synthetic and real-world datasets, we compare against the state of the art in Gaussian-based novel-view synthesis and demonstrate superior reconstruction fidelity with an order of magnitude fewer primitives.
Feb 16, 2026

Gaussian Mesh Renderer for Lightweight Differentiable Rendering

3D Gaussian Splatting (3DGS) has enabled high-fidelity virtualization with fast rendering and optimization for novel view synthesis. On the other hand, triangle mesh models still remain a popular choice for surface reconstruction but suffer from slow or heavy optimization in traditional mesh-based differentiable renderers. To address this problem, we propose a new lightweight differentiable mesh renderer leveraging the efficient rasterization process of 3DGS, named Gaussian Mesh Renderer (GMR), which tightly integrates the Gaussian and mesh representations. Each Gaussian primitive is analytically derived from the corresponding mesh triangle, preserving structural fidelity and enabling the gradient flow. Compared to the traditional mesh renderers, our method achieves smoother gradients, which especially contributes to better optimization using smaller batch sizes with limited memory. Our implementation is available in the public GitHub repository at https://github.com/huntorochi/Gaussian-Mesh-Renderer.
Nov 3, 2026

GaussianRenderFormer: Transformer-based Rendering of 3D Gaussian Splats

Can a neural network learn to render 3D Gaussian splats on its own, with no rasterizer in the renderer? We present GaussianRenderFormer, a transformer that takes a set of Gaussians and a camera and outputs the image directly. Each Gaussian becomes one token in a view-independent encoder, and a view-dependent decoder turns small patches of camera rays into pixels by attending to those tokens. Trained on 26,820 Objaverse objects pruned to 20,000 Gaussians each, GaussianRenderFormer renders 300 unseen objects at 38.08 dB PSNR against the full, unpruned splats, while rasterizing the same pruned input reaches 44.02 dB. The gap is not one of generalization, and our diagnostics are consistent with a bottleneck in the view decoder: telling it the projected footprint of each Gaussian, which it could in principle infer, adds 1.4 dB. Under-training is not ruled out. Code, trained models and videos: https://svlwoof.github.io/gaussianrenderformer