Workflow
(a) Input: a pre-trained set of Gaussian primitives $\mathcal{G}$. (b) The user selects a root primitive $r$; we compute geodesic distances from $r$, detect apexes $a$ as local maxima, and build a tree. The tree graph is used to find leaf petiole. (c) Using petiole and apex cues, we segment leaves and let the user choose a template leaf $\mathcal{L}_t$. (d) Other leaves are fitted to $\mathcal{L}_t$ via Moving Least Squares deformation. (e) Output: an efficient, editable instanced mesh suitable for game assets.