Meshes remain the most practical representation for geometry reasoning and integration into graphics pipelines, yet existing reconstruction methods struggle to produce high-quality results. Most state-of-the-art approaches leverage radiance fields (NeRF/3DGS) and treat mesh extraction as a post-processing step, which often leads to either oversmoothed surfaces or excessive triangle counts. Existing end-to-end mesh optimization methods alleviate some of these issues but suffer from poor scalability and an unstable optimization process. The former limits the application scope to small-scale, object-centric scenes, while the latter leads to overall inferior reconstruction quality compared to radiance-field-based approaches.
In this paper, we introduce an adaptive, end-to-end mesh optimization framework and a novel mesh rendering technique to address these challenges, respectively. Our representation combines a Delaunay-triangulated grid with a multi-resolution hash encoding, initialized from VGGT depth maps and refined through point pruning and insertion. A depth-offset rendering formulation improves optimization stability and reduces geometric artifacts. Our method significantly outperforms existing end-to-end mesh optimization approaches on DTU and Tanks and Temples while remaining competitive with radiance-field-based methods. We also show that, for the first time, native mesh representations can effectively reconstruct detailed geometry in unbounded scenes from the Tanks and Temples dataset.
static/images/method.jpg static/images/results.jpg @article{weidenfeller2026adele,
title = {ADELE: Adaptive End-to-End Mesh Optimization},
author = {Weidenfeller, Johannes and Wang, Shaofei and
F{\"u}rnstahl, Philipp and Tang, Siyu},
journal = {arXiv preprint arXiv:XXXX.XXXXX},
year = {2026}
}