LeafFit: Plant Assets Creation from 3D Gaussian Splatting

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. Our source code is publicly available at https://github.com/netbeifeng/leaf_fit .

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Publication Details

Journal
Computer Graphics Forum
Published
2026-04-14
DOI
https://doi.org/10.1111/cgf.70374
Primary Topic
3D Shape Modeling and Analysis
Type
article
Field-Weighted Citation Impact
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article

LeafFit: Plant Assets Creation from 3D Gaussian Splatting

Nobuyuki Umetani, Chang Luo
Computer Graphics Forum
3D Shape Modeling and Analysis
article

LeafFit: Plant Assets Creation from 3D Gaussian Splatting

Nobuyuki Umetani, Chang Luo
article en

Abstract

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. Our source code is publicly available at https://github.com/netbeifeng/leaf_fit .

Computer Graphics Forum
The University of Tokyo (JP)
Openalex Percentile: Top 13%
3D Shape Modeling and Analysis
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