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arXiv:2506.11252공식 코드 · Papers with Code

Anti-Aliased 2D Gaussian Splatting

2D Gaussian Splatting (2DGS) has recently emerged as a promising method for novel view synthesis and surface reconstruction, offering better view-consistency and geometric accuracy than volumetric 3DGS. However, 2DGS suffers from severe aliasing artifacts when rendering at different sampling rates than those used during training, limiting its practical applications in scenarios requiring camera zoom or varying fields of view. We identify that these artifacts stem from two key limitations: the lack of frequency constraints in the representation and an ineffective screen-space clamping approach. To address these issues, we present AA-2DGS, an antialiased formulation of 2D Gaussian Splatting that maintains its geometric benefits while significantly enhancing rendering quality across different scales. Our method introduces a world space flat smoothing kernel that constrains the frequency content of 2D Gaussian primitives based on the maximal sampling frequency from training views, effectively eliminating high-frequency artifacts when zooming in. Additionally, we derive a novel object space Mip filter by leveraging an affine approximation of the ray-splat intersection mapping, which allows us to efficiently apply proper anti-aliasing directly in the local space of each splat.

arXiv:2504.20378공식 코드 · Papers with Code

Sparse2DGS: Geometry-Prioritized Gaussian Splatting for Surface Reconstruction from Sparse Views

We present a Gaussian Splatting method for surface reconstruction using sparse input views. Previous methods relying on dense views struggle with extremely sparse Structure-from-Motion points for initialization. While learning-based Multi-view Stereo (MVS) provides dense 3D points, directly combining it with Gaussian Splatting leads to suboptimal results due to the ill-posed nature of sparse-view geometric optimization. We propose Sparse2DGS, an MVS-initialized Gaussian Splatting pipeline for complete and accurate reconstruction. Our key insight is to incorporate the geometric-prioritized enhancement schemes, allowing for direct and robust geometric learning under ill-posed conditions. Sparse2DGS outperforms existing methods by notable margins while being ${2}\times$ faster than the NeRF-based fine-tuning approach.

arXiv:2506.04115공식 코드 · Papers with Code

Multi-view Surface Reconstruction Using Normal and Reflectance Cues

Achieving high-fidelity 3D surface reconstruction while preserving fine details remains challenging, especially in the presence of materials with complex reflectance properties and without a dense-view setup. In this paper, we introduce a versatile framework that incorporates multi-view normal and optionally reflectance maps into radiance-based surface reconstruction. Our approach employs a pixel-wise joint re-parametrization of reflectance and surface normals, representing them as a vector of radiances under simulated, varying illumination. This formulation enables seamless incorporation into standard surface reconstruction pipelines, such as traditional multi-view stereo (MVS) frameworks or modern neural volume rendering (NVR) ones. Combined with the latter, our approach achieves state-of-the-art performance on multi-view photometric stereo (MVPS) benchmark datasets, including DiLiGenT-MV, LUCES-MV and Skoltech3D. In particular, our method excels in reconstructing fine-grained details and handling challenging visibility conditions. The present paper is an extended version of the earlier conference paper by Brument et al. (in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2024), featuring an accelerated and more robust algorithm as well as a broader empirical evaluation. The code and data relative to this article is available at https://github.com/RobinBruneau/RNb-NeuS2.

arXiv:2506.02895공식 코드 · Papers with Code

VolTex: Food Volume Estimation using Text-Guided Segmentation and Neural Surface Reconstruction

Accurate food volume estimation is crucial for dietary monitoring, medical nutrition management, and food intake analysis. Existing 3D Food Volume estimation methods accurately compute the food volume but lack for food portions selection. We present VolTex, a framework that improves \change{the food object selection} in food volume estimation. Allowing users to specify a target food item via text input to be segmented, our method enables the precise selection of specific food objects in real-world scenes. The segmented object is then reconstructed using the Neural Surface Reconstruction method to generate high-fidelity 3D meshes for volume computation. Extensive evaluations on the MetaFood3D dataset demonstrate the effectiveness of our approach in isolating and reconstructing food items for accurate volume estimation. The source code is accessible at https://github.com/GCVCG/VolTex.

arXiv:2505.23469공식 코드 · Papers with Code

A Divide-and-Conquer Approach for Global Orientation of Non-Watertight Scene-Level Point Clouds Using 0-1 Integer Optimization

Orienting point clouds is a fundamental problem in computer graphics and 3D vision, with applications in reconstruction, segmentation, and analysis. While significant progress has been made, existing approaches mainly focus on watertight, object-level 3D models. The orientation of large-scale, non-watertight 3D scenes remains an underexplored challenge. To address this gap, we propose DACPO (Divide-And-Conquer Point Orientation), a novel framework that leverages a divide-and-conquer strategy for scalable and robust point cloud orientation. Rather than attempting to orient an unbounded scene at once, DACPO segments the input point cloud into smaller, manageable blocks, processes each block independently, and integrates the results through a global optimization stage. For each block, we introduce a two-step process: estimating initial normal orientations by a randomized greedy method and refining them by an adapted iterative Poisson surface reconstruction. To achieve consistency across blocks, we model inter-block relationships using an an undirected graph, where nodes represent blocks and edges connect spatially adjacent blocks. To reliably evaluate orientation consistency between adjacent blocks, we introduce the concept of the visible connected region, which defines the region over which visibility-based assessments are performed. The global integration is then formulated as a 0-1 integer-constrained optimization problem, with block flip states as binary variables. Despite the combinatorial nature of the problem, DACPO remains scalable by limiting the number of blocks (typically a few hundred for 3D scenes) involved in the optimization. Experiments on benchmark datasets demonstrate DACPO's strong performance, particularly in challenging large-scale, non-watertight scenarios where existing methods often fail. The source code is available at https://github.com/zd-lee/DACPO.

arXiv:2505.14017공식 코드 · Papers with Code

End-to-end Cortical Surface Reconstruction from Clinical Magnetic Resonance Images

Surface-based cortical analysis is valuable for a variety of neuroimaging tasks, such as spatial normalization, parcellation, and gray matter (GM) thickness estimation. However, most tools for estimating cortical surfaces work exclusively on scans with at least 1 mm isotropic resolution and are tuned to a specific magnetic resonance (MR) contrast, often T1-weighted (T1w). This precludes application using most clinical MR scans, which are very heterogeneous in terms of contrast and resolution. Here, we use synthetic domain-randomized data to train the first neural network for explicit estimation of cortical surfaces from scans of any contrast and resolution, without retraining. Our method deforms a template mesh to the white matter (WM) surface, which guarantees topological correctness. This mesh is further deformed to estimate the GM surface. We compare our method to recon-all-clinical (RAC), an implicit surface reconstruction method which is currently the only other tool capable of processing heterogeneous clinical MR scans, on ADNI and a large clinical dataset (n=1,332). We show a approximately 50 % reduction in cortical thickness error (from 0.50 to 0.24 mm) with respect to RAC and better recovery of the aging-related cortical thinning patterns detected by FreeSurfer on high-resolution T1w scans. Our method enables fast and accurate surface reconstruction of clinical scans, allowing studies (1) with sample sizes far beyond what is feasible in a research setting, and (2) of clinical populations that are difficult to enroll in research studies. The code is publicly available at https://github.com/simnibs/brainnet.

arXiv:2504.08410공식 코드 · Papers with Code

PMNI: Pose-free Multi-view Normal Integration for Reflective and Textureless Surface Reconstruction

Reflective and textureless surfaces remain a challenge in multi-view 3D reconstruction.Both camera pose calibration and shape reconstruction often fail due to insufficient or unreliable cross-view visual features. To address these issues, we present PMNI (Pose-free Multi-view Normal Integration), a neural surface reconstruction method that incorporates rich geometric information by leveraging surface normal maps instead of RGB images. By enforcing geometric constraints from surface normals and multi-view shape consistency within a neural signed distance function (SDF) optimization framework, PMNI simultaneously recovers accurate camera poses and high-fidelity surface geometry. Experimental results on synthetic and real-world datasets show that our method achieves state-of-the-art performance in the reconstruction of reflective surfaces, even without reliable initial camera poses.

arXiv:2503.08363공식 코드 · Papers with Code

Parametric Point Cloud Completion for Polygonal Surface Reconstruction

Existing polygonal surface reconstruction methods heavily depend on input completeness and struggle with incomplete point clouds. We argue that while current point cloud completion techniques may recover missing points, they are not optimized for polygonal surface reconstruction, where the parametric representation of underlying surfaces remains overlooked. To address this gap, we introduce parametric completion, a novel paradigm for point cloud completion, which recovers parametric primitives instead of individual points to convey high-level geometric structures. Our presented approach, PaCo, enables high-quality polygonal surface reconstruction by leveraging plane proxies that encapsulate both plane parameters and inlier points, proving particularly effective in challenging scenarios with highly incomplete data. Comprehensive evaluations of our approach on the ABC dataset establish its effectiveness with superior performance and set a new standard for polygonal surface reconstruction from incomplete data. Project page: https://parametric-completion.github.io.

arXiv:2503.12335공식 코드 · Papers with Code

GS-I$^{3}$: Gaussian Splatting for Surface Reconstruction from Illumination-Inconsistent Images

Accurate geometric surface reconstruction, providing essential environmental information for navigation and manipulation tasks, is critical for enabling robotic self-exploration and interaction. Recently, 3D Gaussian Splatting (3DGS) has gained significant attention in the field of surface reconstruction due to its impressive geometric quality and computational efficiency. While recent relevant advancements in novel view synthesis under inconsistent illumination using 3DGS have shown promise, the challenge of robust surface reconstruction under such conditions is still being explored. To address this challenge, we propose a method called GS-3I. Specifically, to mitigate 3D Gaussian optimization bias caused by underexposed regions in single-view images, based on Convolutional Neural Network (CNN), a tone mapping correction framework is introduced. Furthermore, inconsistent lighting across multi-view images, resulting from variations in camera settings and complex scene illumination, often leads to geometric constraint mismatches and deviations in the reconstructed surface. To overcome this, we propose a normal compensation mechanism that integrates reference normals extracted from single-view image with normals computed from multi-view observations to effectively constrain geometric inconsistencies. Extensive experimental evaluations demonstrate that GS-3I can achieve robust and accurate surface reconstruction across complex illumination scenarios, highlighting its effectiveness and versatility in this critical challenge. https://github.com/TFwang-9527/GS-3I

arXiv:2503.10170공식 코드 · Papers with Code

GS-SDF: LiDAR-Augmented Gaussian Splatting and Neural SDF for Geometrically Consistent Rendering and Reconstruction

Digital twins are fundamental to the development of autonomous driving and embodied artificial intelligence. However, achieving high-granularity surface reconstruction and high-fidelity rendering remains a challenge. Gaussian splatting offers efficient photorealistic rendering but struggles with geometric inconsistencies due to fragmented primitives and sparse observational data in robotics applications. Existing regularization methods, which rely on render-derived constraints, often fail in complex environments. Moreover, effectively integrating sparse LiDAR data with Gaussian splatting remains challenging. We propose a unified LiDAR-visual system that synergizes Gaussian splatting with a neural signed distance field. The accurate LiDAR point clouds enable a trained neural signed distance field to offer a manifold geometry field, This motivates us to offer an SDF-based Gaussian initialization for physically grounded primitive placement and a comprehensive geometric regularization for geometrically consistent rendering and reconstruction. Experiments demonstrate superior reconstruction accuracy and rendering quality across diverse trajectories. To benefit the community, the codes will be released at https://github.com/hku-mars/GS-SDF.

arXiv:2503.03790공식 코드 · Papers with Code

DDCSR: A Novel End-to-End Deep Learning Framework for Cortical Surface Reconstruction from Diffusion MRI

Diffusion MRI (dMRI) plays a crucial role in studying brain white matter connectivity. Cortical surface reconstruction (CSR), including the inner whiter matter (WM) and outer pial surfaces, is one of the key tasks in dMRI analyses such as fiber tractography and multimodal MRI analysis. Existing CSR methods rely on anatomical T1-weighted data and map them into the dMRI space through inter-modality registration. However, due to the low resolution and image distortions of dMRI data, inter-modality registration faces significant challenges. This work proposes a novel end-to-end learning framework, DDCSR, which for the first time enables CSR directly from dMRI data. DDCSR consists of two major components, including: (1) an implicit learning module to predict a voxel-wise intermediate surface representation, and (2) an explicit learning module to predict the 3D mesh surfaces. Compared to several baseline and advanced CSR methods, we show that the proposed DDCSR can largely increase both accuracy and efficiency. Furthermore, we demonstrate a high generalization ability of DDCSR to data from different sources, despite the differences in dMRI acquisitions and populations.

arXiv:2502.06367공식 코드 · Papers with Code

FOCUS - Multi-View Foot Reconstruction From Synthetically Trained Dense Correspondences

Surface reconstruction from multiple, calibrated images is a challenging task - often requiring a large number of collected images with significant overlap. We look at the specific case of human foot reconstruction. As with previous successful foot reconstruction work, we seek to extract rich per-pixel geometry cues from multi-view RGB images, and fuse these into a final 3D object. Our method, FOCUS, tackles this problem with 3 main contributions: (i) SynFoot2, an extension of an existing synthetic foot dataset to include a new data type: dense correspondence with the parameterized foot model FIND; (ii) an uncertainty-aware dense correspondence predictor trained on our synthetic dataset; (iii) two methods for reconstructing a 3D surface from dense correspondence predictions: one inspired by Structure-from-Motion, and one optimization-based using the FIND model. We show that our reconstruction achieves state-of-the-art reconstruction quality in a few-view setting, performing comparably to state-of-the-art when many views are available, and runs substantially faster. We release our synthetic dataset to the research community. Code is available at: https://github.com/OllieBoyne/FOCUS

arXiv:2501.19319공식 코드 · Papers with Code

Advancing Dense Endoscopic Reconstruction with Gaussian Splatting-driven Surface Normal-aware Tracking and Mapping

Simultaneous Localization and Mapping (SLAM) is essential for precise surgical interventions and robotic tasks in minimally invasive procedures. While recent advancements in 3D Gaussian Splatting (3DGS) have improved SLAM with high-quality novel view synthesis and fast rendering, these systems struggle with accurate depth and surface reconstruction due to multi-view inconsistencies. Simply incorporating SLAM and 3DGS leads to mismatches between the reconstructed frames. In this work, we present Endo-2DTAM, a real-time endoscopic SLAM system with 2D Gaussian Splatting (2DGS) to address these challenges. Endo-2DTAM incorporates a surface normal-aware pipeline, which consists of tracking, mapping, and bundle adjustment modules for geometrically accurate reconstruction. Our robust tracking module combines point-to-point and point-to-plane distance metrics, while the mapping module utilizes normal consistency and depth distortion to enhance surface reconstruction quality. We also introduce a pose-consistent strategy for efficient and geometrically coherent keyframe sampling. Extensive experiments on public endoscopic datasets demonstrate that Endo-2DTAM achieves an RMSE of $1.87\pm 0.63$ mm for depth reconstruction of surgical scenes while maintaining computationally efficient tracking, high-quality visual appearance, and real-time rendering. Our code will be released at github.com/lastbasket/Endo-2DTAM.

arXiv:2501.11876공식 코드 · Papers with Code

FNIN: A Fourier Neural Operator-based Numerical Integration Network for Surface-form-gradients

Surface-from-gradients (SfG) aims to recover a three-dimensional (3D) surface from its gradients. Traditional methods encounter significant challenges in achieving high accuracy and handling high-resolution inputs, particularly facing the complex nature of discontinuities and the inefficiencies associated with large-scale linear solvers. Although recent advances in deep learning, such as photometric stereo, have enhanced normal estimation accuracy, they do not fully address the intricacies of gradient-based surface reconstruction. To overcome these limitations, we propose a Fourier neural operator-based Numerical Integration Network (FNIN) within a two-stage optimization framework. In the first stage, our approach employs an iterative architecture for numerical integration, harnessing an advanced Fourier neural operator to approximate the solution operator in Fourier space. Additionally, a self-learning attention mechanism is incorporated to effectively detect and handle discontinuities. In the second stage, we refine the surface reconstruction by formulating a weighted least squares problem, addressing the identified discontinuities rationally. Extensive experiments demonstrate that our method achieves significant improvements in both accuracy and efficiency compared to current state-of-the-art solvers. This is particularly evident in handling high-resolution images with complex data, achieving errors of fewer than 0.1 mm on tested objects.

arXiv:2501.09433공식 코드 · Papers with Code

CaPa: Carve-n-Paint Synthesis for Efficient 4K Textured Mesh Generation

The synthesis of high-quality 3D assets from textual or visual inputs has become a central objective in modern generative modeling. Despite the proliferation of 3D generation algorithms, they frequently grapple with challenges such as multi-view inconsistency, slow generation times, low fidelity, and surface reconstruction problems. While some studies have addressed some of these issues, a comprehensive solution remains elusive. In this paper, we introduce \textbf{CaPa}, a carve-and-paint framework that generates high-fidelity 3D assets efficiently. CaPa employs a two-stage process, decoupling geometry generation from texture synthesis. Initially, a 3D latent diffusion model generates geometry guided by multi-view inputs, ensuring structural consistency across perspectives. Subsequently, leveraging a novel, model-agnostic Spatially Decoupled Attention, the framework synthesizes high-resolution textures (up to 4K) for a given geometry. Furthermore, we propose a 3D-aware occlusion inpainting algorithm that fills untextured regions, resulting in cohesive results across the entire model. This pipeline generates high-quality 3D assets in less than 30 seconds, providing ready-to-use outputs for commercial applications. Experimental results demonstrate that CaPa excels in both texture fidelity and geometric stability, establishing a new standard for practical, scalable 3D asset generation.

arXiv:2501.07478공식 코드 · Papers with Code

3DGS-to-PC: Convert a 3D Gaussian Splatting Scene into a Dense Point Cloud or Mesh

3D Gaussian Splatting (3DGS) excels at producing highly detailed 3D reconstructions, but these scenes often require specialised renderers for effective visualisation. In contrast, point clouds are a widely used 3D representation and are compatible with most popular 3D processing software, yet converting 3DGS scenes into point clouds is a complex challenge. In this work we introduce 3DGS-to-PC, a flexible and highly customisable framework that is capable of transforming 3DGS scenes into dense, high-accuracy point clouds. We sample points probabilistically from each Gaussian as a 3D density function. We additionally threshold new points using the Mahalanobis distance to the Gaussian centre, preventing extreme outliers. The result is a point cloud that closely represents the shape encoded into the 3D Gaussian scene. Individual Gaussians use spherical harmonics to adapt colours depending on view, and each point may contribute only subtle colour hints to the resulting rendered scene. To avoid spurious or incorrect colours that do not fit with the final point cloud, we recalculate Gaussian colours via a customised image rendering approach, assigning each Gaussian the colour of the pixel to which it contributes most across all views. 3DGS-to-PC also supports mesh generation through Poisson Surface Reconstruction, applied to points sampled from predicted surface Gaussians. This allows coloured meshes to be generated from 3DGS scenes without the need for re-training. This package is highly customisable and capability of simple integration into existing 3DGS pipelines. 3DGS-to-PC provides a powerful tool for converting 3DGS data into point cloud and surface-based formats.

arXiv:2501.01677공식 코드 · Papers with Code

PG-SAG: Parallel Gaussian Splatting for Fine-Grained Large-Scale Urban Buildings Reconstruction via Semantic-Aware Grouping

3D Gaussian Splatting (3DGS) has emerged as a transformative method in the field of real-time novel synthesis. Based on 3DGS, recent advancements cope with large-scale scenes via spatial-based partition strategy to reduce video memory and optimization time costs. In this work, we introduce a parallel Gaussian splatting method, termed PG-SAG, which fully exploits semantic cues for both partitioning and Gaussian kernel optimization, enabling fine-grained building surface reconstruction of large-scale urban areas without downsampling the original image resolution. First, the Cross-modal model - Language Segment Anything is leveraged to segment building masks. Then, the segmented building regions is grouped into sub-regions according to the visibility check across registered images. The Gaussian kernels for these sub-regions are optimized in parallel with masked pixels. In addition, the normal loss is re-formulated for the detected edges of masks to alleviate the ambiguities in normal vectors on edges. Finally, to improve the optimization of 3D Gaussians, we introduce a gradient-constrained balance-load loss that accounts for the complexity of the corresponding scenes, effectively minimizing the thread waiting time in the pixel-parallel rendering stage as well as the reconstruction lost. Extensive experiments are tested on various urban datasets, the results demonstrated the superior performance of our PG-SAG on building surface reconstruction, compared to several state-of-the-art 3DGS-based methods. Project Web:https://github.com/TFWang-9527/PG-SAG.

arXiv:2412.10985공식 코드 · Papers with Code

MorphiNet: A Graph Subdivision Network for Adaptive Bi-ventricle Surface Reconstruction

Cardiac Magnetic Resonance (CMR) imaging is widely used for heart modelling and digital twin computational analysis due to its ability to visualize soft tissues and capture dynamic functions. However, the anisotropic nature of CMR images, characterized by large inter-slice distances and misalignments from cardiac motion, poses significant challenges to accurate model reconstruction. These limitations result in data loss and measurement inaccuracies, hindering the capture of detailed anatomical structures. This study introduces MorphiNet, a novel network that enhances heart model reconstruction by leveraging high-resolution Computer Tomography (CT) images, unpaired with CMR images, to learn heart anatomy. MorphiNet encodes anatomical structures as gradient fields, transforming template meshes into patient-specific geometries. A multi-layer graph subdivision network refines these geometries while maintaining dense point correspondence. The proposed method achieves high anatomy fidelity, demonstrating approximately 40% higher Dice scores, half the Hausdorff distance, and around 3 mm average surface error compared to state-of-the-art methods. MorphiNet delivers superior results with greater inference efficiency. This approach represents a significant advancement in addressing the challenges of CMR-based heart model reconstruction, potentially improving digital twin computational analyses of cardiac structure and functions.

arXiv:2412.00477공식 코드 · Papers with Code

LineGS : 3D Line Segment Representation on 3D Gaussian Splatting

Abstract representations of 3D scenes play a crucial role in computer vision, enabling a wide range of applications such as mapping, localization, surface reconstruction, and even advanced tasks like SLAM and rendering. Among these representations, line segments are widely used because of their ability to succinctly capture the structural features of a scene. However, existing 3D reconstruction methods often face significant challenges. Methods relying on 2D projections suffer from instability caused by errors in multi-view matching and occlusions, while direct 3D approaches are hampered by noise and sparsity in 3D point cloud data. This paper introduces LineGS, a novel method that combines geometry-guided 3D line reconstruction with a 3D Gaussian splatting model to address these challenges and improve representation ability. The method leverages the high-density Gaussian point distributions along the edge of the scene to refine and optimize initial line segments generated from traditional geometric approaches. By aligning these segments with the underlying geometric features of the scene, LineGS achieves a more precise and reliable representation of 3D structures. The results show significant improvements in both geometric accuracy and model compactness compared to baseline methods.

arXiv:2411.17392공식 코드 · Papers with Code

NumGrad-Pull: Numerical Gradient Guided Tri-plane Representation for Surface Reconstruction from Point Clouds

Reconstructing continuous surfaces from unoriented and unordered 3D points is a fundamental challenge in computer vision and graphics. Recent advancements address this problem by training neural signed distance functions to pull 3D location queries to their closest points on a surface, following the predicted signed distances and the analytical gradients computed by the network. In this paper, we introduce NumGrad-Pull, leveraging the representation capability of tri-plane structures to accelerate the learning of signed distance functions and enhance the fidelity of local details in surface reconstruction. To further improve the training stability of grid-based tri-planes, we propose to exploit numerical gradients, replacing conventional analytical computations. Additionally, we present a progressive plane expansion strategy to facilitate faster signed distance function convergence and design a data sampling strategy to mitigate reconstruction artifacts. Our extensive experiments across a variety of benchmarks demonstrate the effectiveness and robustness of our approach. Code is available at https://github.com/CuiRuikai/NumGrad-Pull