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arXiv cs.GR
arXiv cs.GR Research
· 1 month ago • Kaixuan Zhang, Minxian Li, Mingwu Ren, Xiatian Zhu

MeshSplatBench: A Unified Benchmark for Triangle- and Mesh-Based Neural Rendering

Briefing

arXiv cs.GR details MeshSplatBench, a benchmark built to evaluate triangle- and mesh-based neural rendering under both native rendering and graphics-engine deployment. The goal is practical: these methods are often pitched as a bridge between neural scene representations and standard engines like Unity and Blender, but they have been compared under inconsistent conditions.

The benchmark introduces two deployment paths. Standard deployment uses a conventional opaque mesh pipeline with vertex colors and hardware Z-buffering, while dedicated deployment adds method-specific engine support to preserve effects such as alpha blending and compositing. The authors also add a structural audit for mesh splatting to check whether exported surfaces are actually usable downstream, not just renderable in isolation.

The headline finding is that engine deployment can noticeably degrade quality across methods, even when the output is technically rasterizable. Mesh splatting appears more robust under standard deployment, but preserving fidelity with dedicated integration comes at a steep cost: roughly 6-30x slowdown. The structural audit also suggests that current explicit connectivity and shared vertex indexing are still not enough to guarantee manifold or globally connected meshes.

For developers, the takeaway is straightforward: “graphics-ready” needs a stricter definition than “can be rasterized.” If these methods are going to matter in production pipelines, they need to survive the same constraints artists and engine programmers deal with every day, not just benchmark scenes. The...

“rasterizability alone does not imply graphics readiness”

— Authors · Core takeaway from the benchmark
Original source
Read on arXiv cs.GR
At a glance
what
MeshSplatBench is a unified benchmark for triangle- and mesh-based neural rendering
who
Authors: Kaixuan Zhang, Minxian Li, Mingwu Ren, and Xiatian Zhu
when
Submitted Sep. 1, 2026; revised Sep. 29, 2026
impact
Shows engine deployment can degrade quality and dedicated support can cost about 6-30x runtime
Signal Mixed

Useful benchmark, but deployment costs are steep

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Story Timeline (3 sources)

Story covered over 2 days • First reported by arXiv cs.GR