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
Figure 1: Gaussians Can Subtract. Existing hybrids primarily compensate for mesh errors by adding Gaussian residuals. Gaussolve instead introduces a subtractive Neural Dissolve Field that selectively dissolves inconsistent mesh content and lets residual Gaussians refill the revealed regions. This explicit subtract-and-refill decomposition improves visual quality while retaining a compact hybrid representation. Compared with existing methods, Gaussolve achieves a more favorable quality–compactness trade-off by allowing meshes and Gaussians to cooperate rather than compete.
Figure 2: Overview of Gaussolve. The projection-textured mesh represents broad regular content, while the Neural Dissolve Field selectively suppresses mesh content that becomes inconsistent across views. Residual Gaussians refill the revealed regions, and all components are combined through continuous transmittance fusion.
Figure 3: Hard-Z brittleness and gradient recovery. (a) Gaussians initially in front of the mesh frequently cross behind the Hard-Z visibility boundary during training. (b) For Gaussians whose reconstruction gradients are blocked by Hard-Z, Gaussolve recovers a substantial fraction of the ungated reference gradient. Curves and shading denote the four-scene mean and range.
Method
Mesh
Hybrid
ML-Hypersim-AI (Structured)
Deep Blending (Semi-Structured)
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
Aux.%
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
Aux.%
3DGS
×
×
34.39
0.959
0.155
0%
–
28.50
0.877
0.272
0%
–
Reduced 3DGS
×
×
34.04
0.957
0.153
62%
–
28.43
0.875
0.277
51%
–
3DGS-MCMC
×
×
35.82
0.960
0.140
-1%
–
28.56
0.875
0.268
-12%
–
SuGaR
✓
×
32.29
0.950
0.149
33%
–
27.58
0.858
0.306
19%
–
PGSR
✓
×
32.95
0.958
0.147
61%
–
28.44
0.863
0.302
28%
–
Table 1: Main comparison on structured and semi-structured scenes. The target regime contains broad regular structures where a fixed-budget textured mesh can replace redundant Gaussian primitives. Bold indicates the best performance, and cell colors highlight the top , second-best , and third-best results .
Method
Mesh
Hybrid
DrJohnson
Playroom
Average
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
MeshGS
✓
✓
28.80
0.900
0.240
–
30.50
0.900
0.250
–
29.65
0.900
0.245
∼ 30%
Hybrid Mesh-Gaussian
✓
✓
29.01
0.888
0.262
43%
30.11
0.901
0.255
30%
29.56
0.895
0.259
36%
Ours
✓
✓
29.69
0.894
0.240
58%
30.93
0.893
0.223
61%
30.31
0.894
0.232
59.5%
Table 2: Comparison with MeshGS [ 6 ] and Hybrid Mesh-Gaussian [ 15 ] on the Deep Blending dataset. For the baselines, we report the 3DGS-based results directly from the respective papers.
Figure 4: Qualitative comparisons on novel-view synthesis. Compared with 3DGS, PGSR, 3D-GES, and MeshSplatting, Gaussolve better preserves weakly textured surfaces. The red and blue boxes indicate the corresponding enlarged regions.
Figure 5: Visualization of the subtract-and-refill mechanism. Compared with the projection-textured mesh and the Hard-Z hybrid baseline, Gaussolve selectively dissolves inconsistent mesh content (Diss.) and lets residual Gaussians refill the revealed regions (Res.), producing cleaner boundaries and more accurate appearance. The red and blue boxes indicate the corresponding enlarged regions.
Figure 6: Directional dissolve for view-dependent appearance. A view-invariant dissolve field can suppress some static geometry errors, but it cannot provide a directional handoff for view-specific evidence. The scalar-SH dissolve field attenuates mesh evidence only from conflict-prone viewing directions, allowing residual RGB Gaussians to recover the corresponding view-dependent details.
Figure 7: Textured mesh priors and direct image projection. We compare RC, MILo, PGSR, and SuGaR mesh priors on SaintAnne and ML-Hypersim-001. The top row visualizes the reconstructed mesh geometry, and the bottom row shows enlarged textured renderings. Direct projection preserves sharper local appearance than appearance baked from reconstructed representations.
Figure 8: Rendered-depth comparison. Aligned Depth Anything V2 (DA-V2) reference [ 41 ] , mesh depth, Gaussolve, and Hard-Z. Red boxes mark representative conflict regions.
3DGS
Reduced 3DGS
Component
Storage
FPS
Mem.
Storage
FPS
Mem.
Mesh Only
0.069G
1003
0.98G
0.069G
988
0.98G
Dissolve GS Only
0.016G
1110
0.09G
0.016G
1111
0.09G
Residual GS Only
0.251G
265
0.77G
0.134G
463
0.49G
GS Baseline
0.655G
99
1.64G
0.071G
311
0.48G
Ours
0.336G
168
1.70G
0.219G
236
1.42G
Table 3: Efficiency breakdown. Average rendering efficiency, storage, and memory on the Deep Blending dataset.
Variant
Faces
PSNR ↑
SSIM ↑
LPIPS ↓
A. Component Ablation (RC)
Mesh Only
–
27.97
0.894
0.249
Residual GS Only
–
34.25
0.960
0.153
Mesh + Residual GS (Hard-Z)
–
33.51
0.932
0.197
Mesh + NDF
–
29.76
0.896
0.241
Full
–
35.21
0.963
0.106
Table 4: Ablation study on ML-Hypersim-001. Ablations of representation components, training design, and mesh geometry/appearance.
Method
AbsRel ↓
RMSE ↓
δ1↑
Boundary F1 ↑
Mesh
0.0787
0.0909
0.9725
0.5274
Hard-Z
0.0868
0.0845
0.9736
0.6720
Ours
0.0680
0.0785
0.9751
0.6814
Table 5: Depth consistency with the aligned DA-V2 reference. We report the standard AbsRel, RMSE, and δ1 metrics used by Depth Anything V2 [ 41 ] , together with Boundary F1 to measure depth-discontinuity alignment. Boundary F1 uses a shared Sobel threshold and a two-pixel matching tolerance.
Method
3DGS
Reduced 3DGS
3DGS-MCMC
Mesh
Time
Mem.
Time
Mem.
Time
Mem.
Mem.
Baseline
32.5min
3.67G
24.5min
1.51G
36.0min
4.11G
–
Ours
32.9min
4.91G
34.1min
4.78G
53.1min
6.95G
3.95G
Table 6: Training overhead. Training time and peak GPU memory for Gaussolve with different Gaussian backbones.
Figure S1 : Surface-alpha dissolve alternatives. We compare texture-map alpha, per-vertex alpha, and the proposed volumetric NDF. The first row of each scene shows the learned mesh/dissolve representation, the second row shows the blended rendering with red and blue boxes, and the third row shows the corresponding zoom-ins. Texture-map and vertex alpha can reduce some mesh–image conflicts but often produce diffuse or fragmented masks, while the volumetric NDF localizes unreliable mesh evidence and enables cleaner residual Gaussian refill.
Figure S2 : Per-scene component visualizations. The decomposition shows how the dissolve field suppresses unreliable mesh evidence and how residual Gaussians refill the corresponding regions. Here, ML-Hy denotes the ML-Hypersim-AI scene family.
Figure S3 : Additional adjacent-view consistency. Consecutive rendered crops remain stable across nearby views, including regions where residual Gaussians correct unreliable mesh evidence.
Method
Mesh
Hybrid
Indoor: DrJohnson
Indoor: Playroom
Outdoor: SaintAnne
Outdoor: Bridge
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
3DGS
×
×
29.33
0.897
0.271
0%
30.62
0.897
0.266
0%
25.54
0.838
0.280
0%
26.44
0.854
0.260
0%
Reduced 3DGS
×
×
29.30
0.894
0.276
53%
30.50
0.896
0.266
61%
25.50
0.835
0.287
39%
25.59
0.837
0.286
59%
3DGS-MCMC
×
×
29.40
0.889
0.274
1%
30.65
0.896
0.252
-36%
25.62
0.840
0.279
0%
26.46
0.856
0.257
0%
SuGaR
✓
×
28.30
0.870
0.326
59%
30.25
0.884
0.289
37%
24.20
0.820
0.301
-38%
24.50
0.791
0.320
5%
PGSR
✓
×
29.25
0.895
0.273
37%
30.65
0.868
0.318
28%
25.42
0.827
0.315
19%
25.46
0.834
0.291
44%
Table S1 : Quantitative breakdown of hybrid methods on the Deep Blending dataset. We select four representative scenes encompassing both complex indoor layouts and structured outdoor architectural environments. Bold indicates the best performance, and cell colors highlight the top , second-best , and third-best results. † Indicates catastrophic geometry collapse.
Method
Mesh
Hybrid
Outdoor: Treehill
Outdoor: Garden
Outdoor: Flowers
Outdoor: Bicycle
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
PSNR ↑
SSIM ↑
LPIPS ↓
Δ GS ↑
3DGS
×
×
20.42
0.684
0.258
0%
28.55
0.883
0.123
0%
22.48
0.641
0.314
0%
26.24
0.809
0.187
0%
Hard-Z Proxy
✓
✓
19.21
0.655
0.290
-1%
27.41
0.866
0.119
7%
20.77
0.573
0.334
5%
24.33
0.764
0.211
13%
Ours (3DGS)
✓
✓
20.58
0.689
0.255
14%
29.00
0.897
0.093
5%
22.34
0.635
0.295
13%
26.21
0.808
0.175
17%
Table S2 : Irregular-scene stress test on Mip-NeRF 360. We report results on four outdoor scenes with complex geometry, vegetation, and weakly structured regions. Bold indicates the best performance, and cell colors highlight the top and second-best .
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.
Neel Kelkar, Simon Niedermayr, Klaus Engel +1
Technical University of Munich, Munich, Germany · Siemens Healthineers, Erlangen, Germany
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.
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