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 channels). Triangle- and mesh-based splatting methods (2DTS, Triangle Splatting, MeshSplatting, DiffSoup) are unified in the Algorithm Pool and trained via Model Training. Trained models are systematically evaluated across three rendering paradigms: Non-Engine Render (native CUDA rasterizers), Standard Deployment (conventional opaque vertex-colored mesh in Unity), and Dedicated Deployment (method-specific Unity renderers preserving alpha blending and view-dependent appearance).
⚠️

The Deployment Gap

Deploying soup methods as standard opaque meshes in a game engine causes catastrophic visual collapse (up to 15.6 dB PSNR drop). MeshSplatting loses the least due to indexed Delaunay geometry.

⚖️

The Fidelity-Speed Tradeoff

Dedicated Unity shaders recover 2.7–10.8 dB PSNR by retaining soft coverage and alpha compositing, but suffer a 5×–33× framerate slowdown due to depth sorting overhead.

🧩

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 hundreds of thousands of disconnected shards.

🎮

Unified Engine Pipeline

Includes a universal .triasset serialization layer and production Unity shaders supporting continuous alpha, view-dependent SH, and in-shader neural Micro-MLP texture decoding.

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 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 Non-Engine Render for triangle- and mesh-based neural rendering methods. Importantly, our deployment protocol includes two engine deployment settings:

  • (1) Standard Deployment — a conventional opaque mesh pipeline with vertex colors and hardware Z-buffering;
  • (2) Dedicated Deployment — method-specific engine implementations supporting retained appearance and compositing features (e.g., alpha blending), taking into account individual model characteristics.

For mesh splatting, we further propose a structural audit of exported surfaces, diagnosing topological and geometric integrity toward downstream graphics assets. From this benchmark, we validate that rasterizability is merely part of graphics readiness, and highlight the significance of assessing the graphics engine deployment process.

4-Way Synchronized Image Split Comparison

Comparing novel-view synthesis across Standard Deployment → Dedicated Deployment → Non-Engine Render → Ground Truth. Drag the vertical divider lines to dynamically adjust the visible split regions!

Standard → Dedicated → Non-Engine → GT
Ground Truth
Non-Engine Render
Dedicated Deployment
Standard Deployment
Std | Ded
Ded | Native
Native | GT
Standard Deployment
Dedicated Deployment
Non-Engine Render
Ground Truth
Presets:
2DTS
The Soup Deployment Collapse: 2DTS relies heavily on alpha blending of independent triangle facelets. In Standard Deployment with hardware Z-buffering, overlapping semi-transparent triangles degenerate into opaque black shards (15.6 dB drop). Dedicated Deployment recovers multi-pass alpha compositing.

The Three Evaluation Settings

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

Baseline Setting

1. Non-Engine Render

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

  • Source paper rasterization
  • Full continuous opacity
  • Not usable in game engines
Conventional Asset

2. Standard Deployment

Converts trained models to conventional opaque meshes with static vertex colors rendered using standard hardware Z-buffering in Unity.

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

3. Dedicated Deployment

Customized engine shaders in Unity implementing method-specific appearance (view-dependent SH, soft coverage, order-dependent alpha blending).

  • Recovers 2.7–10.8 dB PSNR
  • Micro-MLP shader decoding
  • 5×–33× slower than Standard

Engine Support and Retained Rendering Features (Table 1)

Method Standard Deployment Dedicated Deployment (Method-Aware Unity Shaders)
Support Appearance 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 SH (Spherical Harmonics)
Triangle-Splatting Fallback baked SH-DC SH (Spherical Harmonics)
MeshSplatting Fallback baked SH-DC — SH (Spherical Harmonics)
DiffSoup N/A Requires decoder — — — 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 ↓
Non-Engine Render 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 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
Dedicated 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, Dedicated, and Native renderers.

Quality vs Efficiency Trade-off Curves

Fidelity vs. Throughput Trajectories

Standard Deployment hits thousands of FPS (up to 5,480 FPS) via GPU rasterization, but at the cost of drastic visual drops. Dedicated Deployment shifts along the Pareto frontier, restoring near-native PSNR while operating at 70–2,388 FPS.

Deployment Gaps Across Settings

Deployment Gaps Across Datasets

Illustrating the adaptation gap (ΔQadapt), portability gap (ΔQport), and overall deployment gap (ΔQdeploy). MeshSplatting displays the smallest portability gap due to shared vertex geometry.

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 2 | Topology diagnostics for the structural audit: (a) Boundary edges with 1 incident face; (b) Non-manifold edges with >2 incident faces; (c) Non-manifold vertices with disconnected incident-face fans; (d) Edge-connected components representing disconnected face clusters.

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 islands. Visual fidelity does not imply structural readiness for standard rigging, physics simulation, or subdivision.

Unity Engine Integration & Shaders

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

Software Architecture Overview
Figure 3 | Software Architecture & Implementation Overview: Unified modular pipelines spanning config-locked training, translation layers, export adapters, Unity runtime render passes, and automated headless batch evaluation.
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 Deployment → Dedicated Deployment → Non-Engine Render. Drag the vertical divider lines to dynamically adjust the visible split regions!

Standard → Dedicated → Non-Engine
Standard | Dedicated
Dedicated | Non-Engine
Standard Deployment
Dedicated Deployment
Non-Engine Render
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}
}