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Gaussian Splat to Mesh

Reconstruct an approximate polygonal surface from a Gaussian splat capture and export it as GLB, PLY, STL or OBJ.

warningA splat capture is a semi-transparent volume, not a surface. The mesh below is an approximation shaped by the settings, not a measurement of the scene.upload_file

Click to browse or drag & drop files here

PLY, SPLAT, SPZ, KSPLAT or a SOG bundle

Accepted: .ply,.splat,.spz,.ksplat,.sog,.zip,.json

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A splat cloud is not a surface

Gaussian splatting stores a semi-transparent volume that happens to look solid from the directions the cameras visited. There is no single correct mesh hiding inside it. Every mesh this tool produces is one interpretation, shaped entirely by the settings you choose — useful for collision geometry, occlusion proxies, rough measurement, blocking out a scene or a 3D print, and not a survey-grade model.

That is worth saying plainly, because most "splat to mesh" claims are not.

How the surface is found

Screened Poisson reconstruction is what desktop software uses. It needs oriented normals, a sparse solve over an adaptive octree and a lot of memory, none of which belongs in a browser tab. This tool does something simpler and far more predictable instead:

  1. Splats below the opacity threshold are dropped. Faint splats are the fog that would otherwise swallow the surface, so this threshold defaults higher than you might expect.
  2. Outliers are trimmed. A few distant floaters routinely triple a capture's bounding box, and the voxel grid is sized from that box, so those floaters would eat most of the resolution. Cropping to a per-axis percentile band typically halves the cell size for free.
  3. Each remaining splat centre is treated as a small ball; the minimum distance to any of them is sampled over a uniform voxel grid.
  4. The zero level set of that field is contoured with surface nets, which produces a watertight, well-shaped quad-to-triangle mesh.
  5. Vertices take the colour of the nearest splat, and the result is smoothed.

Reading the results

The cell size shown after a build is the real limit on detail: nothing thinner than a cell survives, and concavities the cameras never saw are filled in. Raising the grid resolution costs memory cubically, so the planner quietly shrinks it rather than crashing the tab, and tells you when it did.

Formats

GLB and PLY carry the vertex colours. STL and OBJ do not — the colours will still show in the preview, but the file will be plain geometry.

Everything runs in your browser; the capture is never uploaded.