WACV 2027

Gaussians Can Subtract

Neural Dissolve Fields for Hybrid Scene Rendering

Yiyan Wang1,*Haohan Liu2,*Tetsuo Shibuya1

1The University of Tokyo2Fuzhou University*Equal contribution

Ground truth, textured mesh, dissolve field, residual Gaussians and the fused rendering, with a plot of LPIPS against relative Gaussian count.

Overview

The mesh can be right in one view and wrong in the next

Hybrid Mesh–Gaussian rendering combines compact textured surfaces with flexible 3D Gaussian primitives. Existing hybrids follow an additive formulation, where Gaussian residuals compensate for errors left by the mesh. But not every Mesh–Gaussian conflict is caused by missing content: residual geometry errors, occlusion mismatch, texture-projection artifacts, and view-dependent appearance can make the same mesh content consistent in one view but inconsistent in another.

We therefore formulate hybrid rendering as a multi-view inconsistency problem and present Gaussolve, a subtract-and-refill framework. A lightweight Neural Dissolve Field, parameterized by scalar spherical-harmonic Gaussians, learns where and from which viewing directions mesh content should be dissolved. Continuous transmittance fusion progressively exposes the residual Gaussians behind it, preserving their gradients and avoiding hard visibility switches. The result is higher visual fidelity with fewer Gaussians and faster rendering.

On Deep Blending, compared with 3DGS

16%
lower LPIPS
47%
fewer Gaussians
1.8×
faster rendering

Method

Subtract what conflicts, refill what is revealed

Pipeline: a projection-textured mesh, a Neural Dissolve Field with scalar SH, and residual RGB Gaussians, combined by unified transmittance fusion along each camera ray.

Projection-textured mesh

Training images are projected straight onto an independently reconstructed mesh, keeping the observed high-frequency appearance.

Neural Dissolve Field

Scalar-SH Gaussians predict how much of the mesh to dissolve, and from which viewing directions.

Continuous transmittance fusion

Dissolving the mesh smoothly exposes the residual Gaussians behind it, so they keep learning instead of being cut off.

Final pixel color
Effective mesh opacity: 1 keeps the mesh, 0 hands the pixel to the Gaussians
Dissolve value predicted by the Neural Dissolve Field
Color of the projection-textured mesh
Color and transmittance of the Gaussians in front of the mesh
Full rendering of the residual Gaussians

Explore

Subtract and refill, layer by layer

Drag to compare any two layers, or step through the four stages.

Hard visibility vs. continuous fusion

With the same textured mesh, a Hard-Z hybrid treats the mesh as an opaque occluder. Gaussolve dissolves what is inconsistent and lets the Gaussians fix it.

Left: share of Gaussians crossing behind the Hard-Z boundary during training. Right: share of blocked gradient recovered by Gaussolve.

Why hard visibility fails

During training, Gaussians keep crossing behind the Hard-Z mesh boundary, and every crossing cuts off their reconstruction gradient.

Continuous fusion keeps those Gaussians visible to the optimizer and recovers most of the blocked gradient.

Dissolve that depends on the viewing direction

With scalar SH, the field dissolves the mesh only from the directions where it conflicts, so the Gaussians can recover highlights and reflections.

Results

Better quality with fewer Gaussians

Gaussolve improves every Gaussian backbone it is plugged into.

MethodMeshHybridPSNR ↑SSIM ↑LPIPS ↓ΔGS ↑

Against published hybrids Deep Blending

MethodPSNR ↑SSIM ↑LPIPS ↓ΔGS ↑
MeshGS29.650.9000.245~30%
Hybrid Mesh-Gaussian29.560.8950.25936%
Gaussolve30.310.8940.23259.5%

Rendering efficiency Deep Blending

StorageFPSMemory
Full renderers
3DGS0.655 GB991.64 GB
Gaussolve0.336 GB1681.70 GB
Gaussolve (parallel)0.336 GB1741.71 GB
Gaussolve components, rendered alone
Mesh0.069 GB10030.98 GB
Dissolve Gaussians0.016 GB11100.09 GB
Residual Gaussians0.251 GB2650.77 GB

Citation

BibTeX

@inproceedings{wang2027gaussians,
  title     = {Gaussians Can Subtract: Neural Dissolve Fields for Hybrid Scene Rendering},
  author    = {Wang, Yiyan and Liu, Haohan and Shibuya, Tetsuo},
  booktitle = {Proceedings of the IEEE/CVF Winter Conference on Applications of Computer Vision (WACV)},
  year      = {2027}
}