MCL Research on Gaussian Splatting Techniques
Gaussian Splatting has recently emerged as a powerful representation for reconstructing real-world scenes from images, offering fast optimization and real-time, high-quality novel-view rendering. However, its original design is primarily rendering-oriented: a collection of Gaussian primitives does not directly provide the explicit surface geometry required by many downstream applications such as simulation, animation, AR/VR, and conventional graphics pipelines.
Recent research is therefore shifting toward geometry-aware Gaussian Splatting, where Gaussians are equipped with more meaningful geometric information such as depth, surface normals, and continuous occupancy or vacancy fields. These developments have enabled increasingly accurate mesh extraction directly from Gaussian representations. For example, recent methods can reconstruct detailed surfaces, including thin structures, while retaining the efficient rendering properties of Gaussian Splatting.
Our research investigates the next step in this direction: budget-controlled GS-to-mesh compilation. Instead of first extracting a very dense mesh and simplifying it afterward, we aim to use the geometry and rendering information already stored in the Gaussian representation to directly allocate mesh elements where they are most useful. Given a desired polygon budget, the goal is to efficiently produce compact mesh assets at different levels of detail while preserving geometric and visual quality.










