Preprint arXiv:2609.01306

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

Bridging academic novel-view synthesis with real-time game engine deployment

Kaixuan Zhang1 Minxian Li1,* Mingwu Ren1 Xiatian Zhu2
1 Nanjing University of Science and Technology 2 University of Surrey * Corresponding author
MeshSuite Benchmark Architecture
Figure 1 | The MeshSuite Framework Architecture: The Dataset Management layer standardizes data formats (image resolution, camera-view alignment, and color-channel settings). Triangle- and mesh-based splatting methods (2DTS, Triangle-Splatting, MeshSplatting, DiffSoup) are integrated into the Algorithm Pool layer and trained through the Model Training layer. Trained models are systematically evaluated across three rendering settings: De Facto Renderer (official baseline implementations), Standard Mesh Deployment (conventional opaque vertex-colored mesh in Unity with hardware Z-buffering), and Custom Engine Deployment (method-specific Unity renderers retaining appearance and alpha compositing). Performance is evaluated in the Evaluation layer across visual fidelity, mesh structure, and training/inference efficiency.
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The Deployment Gap

Deploying soup methods as standard opaque meshes in a game engine causes severe visual collapse (up to 15.64 dB PSNR drop on Mip-NeRF 360). MeshSplatting exhibits the greatest resilience (dropping only 4.89 dB) due to surface-constrained geometry.

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The Fidelity-Speed Tradeoff

Custom Engine Deployment recovers 2.69–10.76 dB PSNR by retaining soft coverage, view-dependent SH, and alpha compositing, but incurs a 5×–33× slowdown (e.g., 70 vs. 2,294 FPS) relative to Standard Mesh Deployment.

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Topological Illusion

Shared vertex indexing does not ensure a valid manifold mesh. Structural audits reveal 18–28% non-manifold edges, 65–87% non-manifold vertices, and up to 712.9K fragmented components on Mip-NeRF 360.

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Unified Engine Pipeline

A modular architecture spanning Dataset Management, Algorithm Pool, Model Training, universal .triasset serialization, production Unity shaders, and automated headless batch evaluation.

Abstract

Triangle- and mesh-based neural rendering aims to bridge neural scene representations and existing graphics engines (e.g., Unity, Blender) by leveraging triangle primitives compatible with standard rasterization hardware. There have been several such methods driven by parallel efforts, developed and evaluated under inconsistent settings, with little or no comparison with each other; critically, most even have never used graphics engines for evaluation nor considered deployability in practice — significantly undermining the objective and motivation.

To address these issues, we introduce MeshSuite, the first benchmark of its kind to enable systematic evaluation of graphics-engine deployment and the De Facto Renderer for triangle- and mesh-based neural rendering methods. Importantly, our deployment protocol includes two engine deployment settings:

  • (1) Standard Mesh Deployment — a conventional opaque mesh pipeline with vertex colors and hardware Z-buffering;
  • (2) Custom Engine Deployment — adding method-specific engine implementations supporting the retained appearance and compositing features (e.g., alpha blending), so that the characteristics of each specific model can be taken into account.

For mesh splatting, we further propose a structural audit of exported surfaces, diagnosing topological and geometric integrity toward downstream graphics assets. We highlight several key findings:

  1. Graphics engine deployment incurs image-quality degradation under both deployment options. Among the triangle- and mesh-based NVS methods studied, MeshSplatting degrades the least under Standard Mesh Deployment.
  2. The deployment setting matters — Custom Engine Deployment can retain the majority of fidelity at a roughly 5–33× slowdown relative to Standard Mesh Deployment across the two deployment datasets.
  3. About mesh splatting, current approaches to explicit connectivity and shared indexing are still limited: shared vertex indexing alone does not ensure manifoldness or global connectivity.

From this benchmark, we validate that rasterizability is merely part of graphics readiness, and highlight the significance of assessing the graphics engine deployment process (e.g., the degree of engine compatibility).

4-Way Synchronized Image Split Comparison

Comparing novel-view synthesis across Standard Mesh Deployment → Custom Engine Deployment → De Facto Renderer → Ground Truth. Drag the vertical divider lines to dynamically adjust the visible split regions!

Standard Mesh → Custom Engine → De Facto → GT
Ground Truth
De Facto Renderer
Custom Engine Deployment
Standard Mesh Deployment
Std | Cust
Cust | De Facto
De Facto | GT
Standard Mesh
Custom Engine
De Facto Renderer
Ground Truth
Presets:
2DTS
The Soup Deployment Collapse: 2DTS relies heavily on alpha blending of independent triangle facelets. In Standard Mesh Deployment with hardware Z-buffering, overlapping semi-transparent triangles degenerate into opaque black shards (15.64 dB drop). Custom Engine Deployment recovers multi-pass alpha compositing.

Qualitative Novel-View Synthesis Comparisons

Side-by-side visual inspections on Mip-NeRF 360 across Ground Truth, De Facto Renderer, Standard Mesh Deployment, and Custom Engine Deployment.

Qualitative NVS Comparisons across Methods
Figure 2 | Qualitative NVS Comparisons across Methods: Novel-view synthesis of 2DTS, Triangle-Splatting, MeshSplatting, and DiffSoup on Mip-NeRF 360. Columns show Ground Truth, De Facto Renderer, Standard Mesh Deployment, and Custom Engine Deployment. DiffSoup is unsupported under the Standard Mesh Deployment protocol due to its neural texture decoder. In foliage scenes like treehill and bonsai, soup methods degenerate into severe black polygon shards under Standard Mesh Deployment, which Custom Engine Deployment fully resolves.
Qualitative Deployment Analysis of 2DGS Baseline
Figure 3 | Qualitative Deployment Analysis of 2DGS Baseline: Evaluating 2DGS on the counter scene of Mip-NeRF 360. While TSDF meshing enables Standard Mesh Deployment at 2,778 FPS, static-color baking cannot preserve view-dependent highlights (red insets lose specular reflection contrast) or sharp object boundaries (cyan insets blur wrapped cutting board textures), causing a 14.09 dB drop (26.79 dB → 12.70 dB). Custom Engine Deployment is marked N/A for this asset.

The Three Evaluation Settings

Systematically dissecting the transition from research CUDA kernels to engine rasterization.

Baseline Setting

1. De Facto Renderer

Evaluated directly using each method's official source research renderer (differentiable CUDA kernels). Serves as the reference fidelity benchmark and upper bound before graphics-engine deployment.

  • Official source paper rasterization
  • Unconstrained continuous opacity
  • Not usable in conventional game engines
Conventional Asset

2. Standard Mesh Deployment

Converts trained models to conventional opaque meshes with static vertex colors rendered using standard hardware Z-buffering in Unity. Omits custom shaders and alpha blending.

  • Blazing fast (up to 5,480 FPS)
  • 100% plug-and-play standard CG asset
  • Massive quality collapse for soups (8–15 dB drop)
Engine Native

3. Custom Engine Deployment

Method-specific Unity renderers retaining appearance and compositing features (view-dependent spherical harmonics, soft window coverage, depth sorting, and neural texture decoding).

  • Recovers 2.69–10.76 dB PSNR
  • In-shader neural Micro-MLP decoding
  • 5×–33× slower than Standard Mesh

Engine Support and Retained Rendering Features (Table 1)

Method Standard Mesh Deployment Custom Engine Deployment
Support Appearance Support View-dep. SH Opacity Soft Coverage Depth Sort Appearance Model
3DGS (Reference) N/A N/A
2DGS (TSDF Mesh) Fallback baked color N/A
2DTS Fallback baked SH-DC Method-aware SH
Triangle-Splatting Fallback baked SH-DC Method-aware SH
MeshSplatting Fallback baked SH-DC Method-aware — SH
DiffSoup N/A Method-aware — — — — In-Shader Micro-MLP

Benchmark Leaderboards

Standardized novel-view synthesis, throughput, memory allocation, and geometry quality.

Evaluated on single NVIDIA RTX 4090 GPU
Setting Method Type PSNR ↑ SSIM ↑ LPIPS ↓ Throughput (FPS) ↑ GPU Latency (P50 ms) ↓ VRAM / Alloc ↓
De Facto Renderer 3DGS (Reference) Gaussian Splats 27.21 0.815 0.214 109 — —
2DGS (Reference) Surface Gaussians 26.79 0.796 0.252 38 — —
2DTS Triangle Soup 28.16 0.841 0.215 70 — 10,069 MiB (Train)
Triangle-Splatting Triangle Soup 27.13 0.812 0.227 94 — 18,901 MiB (Train)
DiffSoup Neural Texture Soup 23.54 0.689 0.322 168 — 23,484 MiB (Train)
MeshSplatting Indexed Mesh 24.72 0.729 0.365 38 — 23,134 MiB (Train)
Standard Mesh Deployment (Unity) 2DGS (TSDF) Opaque Mesh 12.70 0.311 0.594 2,778 0.4 ms 54 MiB
2DTS Opaque Soup Shards 12.52 0.311 0.661 3,754 0.3 ms 54 MiB
Triangle-Splatting Opaque Soup Shards 14.77 0.246 0.656 2,294 0.5 ms 54 MiB
MeshSplatting Delaunay Mesh 19.83 0.491 0.518 943 1.1 ms 54 MiB
Custom Engine Deployment (Unity) 2DTS Custom Alpha Splat 23.28 0.699 0.313 545 2.1 ms 1,140 MiB
Triangle-Splatting Custom Window Splat 22.96 0.695 0.301 70 3.8 ms 1,559 MiB
DiffSoup Compute Micro-MLP 23.15 0.647 0.331 1,995 0.5 ms 288 MiB
MeshSplatting Indexed Alpha Mesh 22.52 0.589 0.457 157 6.4 ms 927 MiB

Quality vs. Efficiency Trade-Off

How image fidelity transitions to framerate across Standard Mesh Deployment, Custom Engine Deployment, and De Facto Renderer.

Quality vs Efficiency Trade-off Curves

Fidelity vs. Throughput Trajectories

Quality–efficiency trade-off across the three evaluation settings on (a) Mip-NeRF 360 and (b) Tanks and Temples. Trajectories connect Standard Mesh Deployment (■) to Custom Engine Deployment (•) and De Facto Renderer (◆). Standard Mesh Deployment hits thousands of FPS (up to 5,480 FPS) via hardware Z-buffering but incurs severe visual drops. Custom Engine Deployment recovers quality at the expense of throughput (70–2,388 FPS).

Deployment Gaps Across Settings

Deployment Gaps Across Datasets

Deployment gaps for the four triangle- and mesh-based methods on Mip-NeRF 360 and Tanks and Temples. Illustrates the adaptation gap (ΔQadapt from De Facto to Custom Engine), portability gap (ΔQport from Custom Engine to Standard Mesh), and overall deployment gap (ΔQdeploy). MeshSplatting exhibits the smallest deployment gap (ΔQdeploy = 4.89 dB on Mip-NeRF 360).

Reproduction Fidelity Differences

Reproduction Fidelity Audit

Per-scene PSNR reproduction differences (PSNRMeshSuite − PSNRpaper) on (a) Mip-NeRF 360 and (b) Tanks and Temples. Across all tested scenes and methods, the largest relative deviation is strictly below 0.8%, validating the experimental fidelity and consistency of MeshSuite.

Structural Audit of Exported Meshes

Does explicit triangle indexing ensure a viable 3D asset for physics, animation, and downstream CG pipelines?

Topology Diagnostics Diagram
Figure 4 | Topology diagnostics for the structural audit: (a) Boundary edges have one incident face; (b) Non-manifold edges have more than two incident faces; (c) Non-manifold vertices have disconnected incident-face fans; (d) Edge-connected components are maximal face sets connected through shared edges.

Mesh Diagnostics for MeshSplatting across All Benchmark Datasets (Table 5)

Dataset Local Reuse Local Structure Defect Rate Global Connectivity & Fragmentation
V / F Ratio Valence Boundary Edges Non-Manifold Edges ↓ Non-Manifold Verts ↓ LCC Faces ↑ LCC Area ↑ Components (K) ↓
Mip-NeRF 360 0.523 6.49 45.4% 17.8% 65.2% 69.9% 68.9% 712.9 K
Tanks & Temples 0.516 6.49 46.1% 18.2% 66.5% 69.9% 66.6% 442.8 K
DTU 0.428 7.36 41.2% 22.2% 72.7% 76.9% 77.5% 43.3 K
NeRF-Synthetic 0.339 8.59 37.2% 28.4% 87.3% 80.4% 80.4% 65.8 K
Key Insight: Even though MeshSplatting adopts indexed Delaunay meshes, up to 87.3% of vertices and 28.4% of edges are non-manifold, with hundreds of thousands of fragmented components. Novel-view fidelity does not ensure structural readiness for standard rigging, collision physics, or subdivision.

Unity Engine Integration & Shaders

Exporting feature-preserving .triasset formats and executing custom rendering passes.

Software Architecture Overview
Figure 5 | Software Architecture & Implementation Overview: The benchmark organizes dataset management, algorithm pool, model training, format translation, engine deployment, and structural auditing into modular subsystems that cleanly decouple research training from engine-native deployment.
MethodSpecificSplat.shader
Procedural Splatting Shader

Implements differentiable window evaluations, view-dependent spherical harmonics, and ordered multi-pass alpha blending directly in Unity's graphics pipeline.

MeshSplatIndexedMesh.shader
Indexed Mesh Shader

Consumes shared vertex buffers and face index buffers with per-vertex spherical harmonics colors, bypassing redundant vertex transmissions.

DiffSoupMetal.shader
In-Shader Micro-MLP Decoder

Evaluates neural texture latents inside a custom compute shader on Metal/Vulkan, executing lightweight MLP forward passes in real-time at ~2,000 FPS.

StandardVertexColorRaw.shader
Standard Opaque Baseline

Evaluates conventional game-engine opaque mesh rendering with static vertex colors and hardware Z-buffering for standard deployment comparisons.

3-Way Synchronized Video Split Comparison

Real-time camera orbit videos rendered across Standard Mesh Deployment → Custom Engine Deployment → De Facto Renderer. Drag the vertical divider lines to dynamically adjust the visible split regions!

Standard Mesh → Custom Engine → De Facto
Std | Cust
Cust | De Facto
Standard Mesh
Custom Engine
De Facto Renderer
00:00 / 00:40
Presets:

Installation & CLI Usage

Reproduce training, export .triasset packages, and profile framerates in Unity.

# Clone the unified benchmark repository git clone https://github.com/prinasi/MeshSuite.git cd MeshSuite # Option 1: Conda Environment (Recommended) conda env create -f environment.yml conda activate msbench # Option 2: Pip editable install with compiled CUDA rasterizers pip install -e ".[dev,cuda]" --no-build-isolation

BibTeX

@article{zhang2026meshsuite,
  title   = {MeshSuite: A Unified Benchmark for Triangle- and Mesh-Based Neural Rendering},
  author  = {Zhang, Kaixuan and Li, Minxian and Ren, Mingwu and Zhu, Xiatian},
  journal = {arXiv preprint arXiv:2609.01306},
  year    = {2026},
  url     = {https://arxiv.org/abs/2609.01306}
}