LeafFit: Plant Assets Creation from 3D Gaussian Splatting

📅 2026-02-12
📈 Citations: 0
Influential: 0
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🤖 AI Summary
This work proposes a novel method to convert high-fidelity 3D Gaussian Splatting (3DGS) representations of plants into editable, lightweight instanced meshes. Leveraging the repetitive structural nature of vegetation, the approach introduces a repetition prior into the 3DGS-to-mesh conversion pipeline for the first time: individual leaves are extracted via interactive-assisted segmentation to construct a representative template, which is then fitted to all instances using differentiable moving least squares (MLS) deformation. The resulting representation supports efficient runtime deformation via vertex shaders, achieving high geometric fidelity while significantly reducing storage overhead and enabling parametric editing. Compared to existing techniques, the method demonstrates notable improvements in segmentation quality, deformation accuracy, and real-time performance, making it well-suited for integration into game engines and real-time graphics production pipelines.

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📝 Abstract
We propose LeafFit, a pipeline that converts 3D Gaussian Splatting (3DGS) of individual plants into editable, instanced mesh assets. While 3DGS faithfully captures complex foliage, its high memory footprint and lack of mesh topology make it incompatible with traditional game production workflows. We address this by leveraging the repetition of leaf shapes; our method segments leaves from the unstructured 3DGS, with optional user interaction included as a fallback. A representative leaf group is selected and converted into a thin, sharp mesh to serve as a template; this template is then fitted to all other leaves via differentiable Moving Least Squares (MLS) deformation. At runtime, the deformation is evaluated efficiently on-the-fly using a vertex shader to minimize storage requirements. Experiments demonstrate that LeafFit achieves higher segmentation quality and deformation accuracy than recent baselines while significantly reducing data size and enabling parameter-level editing.
Problem

Research questions and friction points this paper is trying to address.

3D Gaussian Splatting
mesh assets
foliage modeling
game production workflows
editable plant representation
Innovation

Methods, ideas, or system contributions that make the work stand out.

3D Gaussian Splatting
leaf segmentation
differentiable MLS deformation
mesh asset creation
real-time vertex shader deformation
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Chang Luo
The University of Tokyo, Japan
Nobuyuki Umetani
Nobuyuki Umetani
The University of Tokyo
Computer Graphics