surface reconstruction
GeoSVR: Taming Sparse Voxels for Geometrically Accurate Surface Reconstruction
Reconstructing accurate surfaces with radiance fields has achieved remarkable progress in recent years. However, prevailing approaches, primarily based on Gaussian Splatting, are increasingly constrained by representational bottlenecks. In this paper, we introduce GeoSVR, an explicit voxel-based framework that explores and extends the under-investigated potential of sparse voxels for achieving accurate, detailed, and complete surface reconstruction. As strengths, sparse voxels support preserving the coverage completeness and geometric clarity, while corresponding challenges also arise from absent scene constraints and locality in surface refinement. To ensure correct scene convergence, we first propose a Voxel-Uncertainty Depth Constraint that maximizes the effect of monocular depth cues while presenting a voxel-oriented uncertainty to avoid quality degradation, enabling effective and robust scene constraints yet preserving highly accurate geometries. Subsequently, Sparse Voxel Surface Regularization is designed to enhance geometric consistency for tiny voxels and facilitate the voxel-based formation of sharp and accurate surfaces. Extensive experiments demonstrate our superior performance compared to existing methods across diverse challenging scenarios, excelling in geometric accuracy, detail preservation, and reconstruction completeness while maintaining high efficiency.
REArtGS: Reconstructing and Generating Articulated Objects via 3DGaussian Splatting with Geometric and Motion Constraints
Articulated objects, as prevalent entities in human life, their 3D representations play crucial roles across various applications. However, achieving both high-fidelity textured surface reconstruction and dynamic generation for articulated objects remains challenging for existing methods. In this paper, we present REArtGS, a novel framework that introduces additional geometric and motion constraints to 3DGaussian primitives, enabling realistic surface reconstruction and generation for articulated objects. Specifically, given multi-view RGB images of arbitrary two states of articulated objects, we first introduce an unbiased Signed Distance Field (SDF) guidance to regularize Gaussian opacity fields, enhancing geometry constraints and improving surface reconstruction quality. Then we establish deformable fields for 3DGaussians constrained by the kinematic structures of articulated objects, achieving unsupervised generation of surface meshes in unseen states. Extensive experiments on both synthetic and real datasets demonstrate our approach achieves high-quality textured surface reconstruction for given states, and enables high-fidelity surface generation for unseen states.
PlanarGS: High-Fidelity Indoor 3DGaussian Splatting Guided by Vision-Language Planar Priors
Three-dimensional Gaussian Splatting (3DGS) has recently emerged as an efficient representation for novel-view synthesis, achieving impressive visual quality. However, in scenes dominated by large and low-texture regions, common in indoor environments, the photometric loss used to optimize 3DGS yields ambiguous geometry and fails to recover high-fidelity 3D surfaces. To overcome this limitation, we introduce PlanarGS, a 3DGS-based framework tailored for indoor scene reconstruction. Specifically, we design a pipeline for Language-Prompted Planar Priors (LP3) that employs a pretrained vision-language segmentation model and refines its region proposals via cross-view fusion and inspection with geometric priors.
AtlasGS: Atlanta-world Guided Surface Reconstruction with Implicit Structured Gaussians
Moreover, Gaussian Splatting and implicit SDF fields often suffer from discontinuities or exhibit computational inefficiencies, resulting in a loss of detail. T Gaussian o address Splatting these issues, that achie we propose ves smooth an Atlanta-w indoor and orld urban guided scene implicit-structured reconstruction while preserving high-frequency details and rendering efficiency. By leveraging the Atlanta-world model, we ensure the accurate surface reconstruction for low-texture re smoothness gions, while without the proposed sacrificing nov ef el ficienc implicit-structured y and high-frequenc GS representations y details. Specifically provide, we propose a semantic GS representation to predict the probability of all semantic regions and deploy a structure plane regularization with learnable plane indicators for that global our method accurate outperforms surface reconstruction.
DiViNeT: 3DReconstruction from Disparate Views via Neural Template Regularization
We present a volume rendering-based neural surface reconstruction method that takes as few as three disparate RGB images as input. Our key idea is to regularize the reconstruction, which is severely ill-posed and leaving significant gaps between the sparse views, by learning a set of neural templates to act as surface priors. Our method, coined DiViNet, operates in two stages. It first learns the templates, in the form of 3DGaussian functions, across different scenes, without 3D supervision. In the reconstruction stage, our predicted templates serve as anchors to help "stitch" the surfaces over sparse regions. We demonstrate that our approach is not only able to complete the surface geometry but also reconstructs surface details to a reasonable extent from a few disparate input views. On the DTU and BlendedMVS datasets, our approach achieves the best reconstruction quality among existing methods in the presence of such sparse views and performs on par, if not better, with competing methods when dense views are employed as inputs.
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A.1 Frequency ablation study We perform an ablation study on the coarse-to-fine parameter αd and the number of frequency bands L. In Figure 1, we show the surface reconstruction results of the DTUBuddha model under different frequency parameters. Each model is trained for 300K iterations. In the first row we show the results of surface reconstruction quality under different coarse-to-fine parameters αd. It can be seen that when the parameter is too small, the surface reconstruction tends to be oversmoothed. When the parameter is too large, many artifacts will appear in the reconstruction results.