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arxiv: 2606.21898 · v1 · pith:KKTRB222new · submitted 2026-06-20 · 💻 cs.GR · cs.CV

Mesh2GS: White-Box 3DGS Construction via Plenoptic Sampling

Pith reviewed 2026-06-26 11:09 UTC · model grok-4.3

classification 💻 cs.GR cs.CV
keywords 3D Gaussian Splattingmesh conversionplenoptic samplingglobal illuminationwhite-box constructionNyquist ratenon-Lambertian effects
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The pith

Mesh2GS converts a mesh into 3D Gaussian Splatting by deriving view count and Gaussian placement from plenoptic sampling theory.

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The paper seeks to replace heuristic binding of Gaussians to mesh surfaces with a direct construction method grounded in sampling theory. It derives the minimum number of views needed and the spatial distribution of the Gaussians so that the resulting 3DGS representation meets the Nyquist criterion for global illumination. Additional steps decompose albedo from shading and add a neural module to capture view-dependent effects. A sympathetic reader would care because the method supplies an explicit link between two common 3D representations rather than treating the conversion as an opaque optimization problem.

Core claim

Mesh2GS generates 3DGS directly from mesh geometry based on plenoptic sampling theory, achieving Nyquist-level performance for high-quality global illumination rendering.

What carries the argument

plenoptic sampling guided 3DGS construction strategy that theoretically derives the minimum sampling rate of the sampled views and the distribution of 3D Gaussians

Load-bearing premise

That plenoptic sampling theory directly yields the minimum sampling rate of views and the distribution of 3D Gaussians when applied to mesh-to-3DGS conversion.

What would settle it

A controlled scene where the number of views or Gaussian density predicted by the method produces visible artifacts while a different density or view count yields artifact-free results at the same computational budget.

Figures

Figures reproduced from arXiv: 2606.21898 by Haoran Zhu, Huangsheng Du, Jingyang Meng, Ligang Liu, Youcheng Cai.

Figure 1
Figure 1. Figure 1: Overview of our white-box 3DGS construction framework. Given scene geome￾try, we first explicitly construct 3DGS based on plenoptic sampling theory for reliable caching of global illumination effects. Subsequently, the 3DGS update procedure utilizes path-traced renderings to efficiently update 3DGS and capture global illumination. 3 Overview An overview of our framework is shown in [PITH_FULL_IMAGE:figure… view at source ↗
Figure 2
Figure 2. Figure 2: Left: Sampling interval of 3D Gaussians ∆w in world space based. Mid: 3D Gaussians should be distributed just below the visible surfaces of scenes. Right: The 3DGS can naturally represent numerous depth ranges, rendering images at different depth layers. on the sampling interval ∆v. Therefore, we propose a white-box 3DGS construction strategy guided by plenoptic sampling theory [2]. Our approach explicitly… view at source ↗
Figure 3
Figure 3. Figure 3: Our 3DGS update procedure employs path-traced renderings from the sam￾pled views to optimize the color attributes of the 3D Gaussians. The albedo-shading decomposition strategy is employed to improve performance. 4.3 Neural Illumination Enhancement Although 3D Gaussian Splatting (3DGS) efficiently represents scene geometry and base appearance, its explicit Gaussian representation is limited in model￾ing co… view at source ↗
read the original abstract

3D Gaussian Splatting (3DGS) has emerged as a promising method for high-quality, real-time 3D reconstruction. To associate 3DGS with mesh representations, existing methods primarily focus on 3DGS-to-mesh reconstruction from multi-view images. In contrast, the problem of converting a mesh into 3DGS has received comparatively less attention. Instead of relying on heuristic strategies that bind 3D Gaussians to the mesh, we propose a novel white-box 3DGS construction framework, termed Mesh2GS, which generates 3DGS directly from mesh geometry based on plenoptic sampling theory, achieving Nyquist-level performance for high-quality global illumination rendering. Firstly, we propose a plenoptic sampling guided 3DGS construction strategy that theoretically derives the minimum sampling rate of the sampled views and the distribution of 3D Gaussians. Second, we propose a novel 3DGS update procedure with albedo--shading decomposition for efficient global-illumination capture. Finally, we introduce a neural illumination enhancement module to handle non-Lambertian effects. Experimental results demonstrate that our method surpasses state-of-the-art baselines and is practically effective for both real-time shared rendering and non-Lambertian effects capturing specular highlights. The project code will be released upon acceptance.

Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, simulated authors' rebuttal, and a circularity audit. Tearing a paper down is the easy half of reading it; the pith above is the substance, this is the friction.

Referee Report

0 major / 0 minor

Summary. The paper claims to present Mesh2GS, a white-box framework that constructs 3D Gaussian Splatting directly from mesh geometry via plenoptic sampling theory. It derives the minimum view sampling rate and 3D Gaussian distribution, proposes an albedo-shading decomposition update for global illumination, and adds a neural module for non-Lambertian effects. Experiments are reported to show superiority over baselines for real-time rendering and specular highlight capture.

Significance. If the central theoretical derivation holds, the work would supply a principled, non-heuristic bridge between mesh and 3DGS representations, supporting higher-quality global illumination without ad-hoc Gaussian binding. The planned code release would further strengthen reproducibility.

Simulated Author's Rebuttal

0 responses · 0 unresolved

We thank the referee for their review and for recognizing the potential value of a principled, non-heuristic connection between mesh geometry and 3D Gaussian Splatting. The recommendation of 'uncertain' appears to hinge on verification of the central theoretical claims; we are prepared to strengthen the presentation of those derivations if the referee can indicate specific points of concern. No major comments were enumerated in the report, so we provide no point-by-point responses below.

Circularity Check

0 steps flagged

No significant circularity detected

full rationale

The provided abstract and context contain no equations, fitting procedures, or self-citations that could be inspected for reduction to inputs by construction. The central claim of deriving minimum sampling rates and 3D Gaussian distributions from plenoptic sampling theory is presented as a first-principles result without visible internal definitions or renamings that equate outputs to inputs. No load-bearing steps matching the enumerated circularity patterns are identifiable from the given text. The derivation is therefore treated as self-contained against external benchmarks.

Axiom & Free-Parameter Ledger

0 free parameters · 0 axioms · 0 invented entities

Abstract-only review supplies no information on free parameters, axioms, or invented entities.

pith-pipeline@v0.9.1-grok · 5777 in / 949 out tokens · 18757 ms · 2026-06-26T11:09:35.299593+00:00 · methodology

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Reference graph

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