3DGS to Mesh — Convert Gaussian Splatting to OBJ
Extract a triangle mesh from your Gaussian Splatting scene. Runs entirely in your browser using Marching Cubes.
Last updated Mar 2026
Drop a 3DGS file to extract mesh
Supports .ply and .splat (max ~1M Gaussians)
What You Should Know
How 3DGS to Mesh Conversion Works
Gaussian Splatting represents scenes as millions of 3D ellipsoids (Gaussians), not triangles. This tool converts that representation into a standard triangle mesh by: (1) building a 3D density field from the Gaussian positions and scales, (2) running Marching Cubes to extract the iso-surface where density exceeds a threshold, and (3) transferring colors from the nearest Gaussians to each mesh vertex. The result is an OBJ file with vertex colors that approximates the shape of the original 3DGS scene.
Expected Mesh Quality
The Marching Cubes approach produces an approximation of the surface — not a perfect reconstruction. The mesh will capture the overall shape and major features but may look "blobby" compared to the original Gaussian render. Fine details like thin wires, hair, and sharp edges may be lost or smoothed. This is inherent to the voxel-based approach. For higher quality, increase the grid resolution (at the cost of processing time and memory). The output is useful for 3D printing previews, game engine collision meshes, and quick shape estimation.
Tuning Parameters
Grid resolution controls the voxel density: 64 is fast but coarse, 128 is balanced, 256 captures fine detail but needs more memory and time. The surface threshold (iso-value) controls how much Gaussian density is needed to form a surface: lower values produce thicker, more complete surfaces (good for sparse scenes), higher values produce thinner, cleaner surfaces (good for dense scenes). Start with resolution 128 and threshold 0.5, then adjust based on the result.
Why This Is Hard in the Browser
Professional 3DGS-to-mesh tools (SuGaR, KIRI Engine) run on GPU servers and take 10-45 minutes per scene. They use differentiable rendering and neural surface reconstruction for high-quality results. This browser tool uses a simpler approach (density splatting + Marching Cubes) that runs in seconds but produces rougher output. The tradeoff is: instant results with no install vs. higher quality from server-side processing. For many use cases — collision meshes, 3D printing proxies, quick shape checks — the browser result is good enough.