Surface reconstruction is fundamental to computer vision and graphics, enabling applications in 3D modeling, mixed reality, robotics, and more. Existing approaches based on volumetric rendering obtain promising results, but optimize on a per-scene basis, resulting in a slow optimization that can struggle to model under-observed or textureless regions. We introduce QuickSplat, which learns data-driven priors to generate dense initializations for 2D gaussian splatting optimization of large-scale indoor scenes. This provides a strong starting point for the reconstruction, which accelerates the convergence of the optimization and improves the geometry of flat wall structures. We further learn to jointly estimate the densification and update of the scene parameters during each iteration; our proposed densifier network predicts new Gaussians based on the rendering gradients of existing ones, removing the needs of heuristics for densification. Extensive experiments on large-scale indoor scene reconstruction demonstrate the superiority of our data-driven optimization. Concretely, we accelerate runtime by 8x, while decreasing depth errors by up to 48% in comparison to state of the art methods.
Recently, the integration of the efficient feed-forward scheme into 3D Gaussian Splatting (3DGS) has been actively explored. However, most existing methods focus on sparse view reconstruction of small regions and cannot produce eligible whole-scene reconstruction results in terms of either quality or efficiency. In this paper, we propose FreeSplat++, which focuses on extending the generalizable 3DGS to become an alternative approach to large-scale indoor whole-scene reconstruction, which has the potential of significantly accelerating the reconstruction speed and improving the geometric accuracy. To facilitate whole-scene reconstruction, we initially propose the Low-cost Cross-View Aggregation framework to efficiently process extremely long input sequences. Subsequently, we introduce a carefully designed pixel-wise triplet fusion method to incrementally aggregate the overlapping 3D Gaussian primitives from multiple views, adaptively reducing their redundancy. Furthermore, we propose a weighted floater removal strategy that can effectively reduce floaters, which serves as an explicit depth fusion approach that is crucial in whole-scene reconstruction. After the feed-forward reconstruction of 3DGS primitives, we investigate a depth-regularized per-scene fine-tuning process. Leveraging the dense, multi-view consistent depth maps obtained during the feed-forward prediction phase for an extra constraint, we refine the entire scene's 3DGS primitive to enhance rendering quality while preserving geometric accuracy. Extensive experiments confirm that our FreeSplat++ significantly outperforms existing generalizable 3DGS methods, especially in whole-scene reconstructions. Compared to conventional per-scene optimized 3DGS approaches, our method with depth-regularized per-scene fine-tuning demonstrates substantial improvements in reconstruction accuracy and a notable reduction in training time.
Recently, it has shown that priors are vital for neural implicit functions to reconstruct high-quality surfaces from multi-view RGB images. However, current priors require large-scale pre-training, and merely provide geometric clues without considering the importance of color. In this paper, we present NeRFPrior, which adopts a neural radiance field as a prior to learn signed distance fields using volume rendering for surface reconstruction. Our NeRF prior can provide both geometric and color clues, and also get trained fast under the same scene without additional data. Based on the NeRF prior, we are enabled to learn a signed distance function (SDF) by explicitly imposing a multi-view consistency constraint on each ray intersection for surface inference. Specifically, at each ray intersection, we use the density in the prior as a coarse geometry estimation, while using the color near the surface as a clue to check its visibility from another view angle. For the textureless areas where the multi-view consistency constraint does not work well, we further introduce a depth consistency loss with confidence weights to infer the SDF. Our experimental results outperform the state-of-the-art methods under the widely used benchmarks.
The reconstruction of indoor scenes remains challenging due to the inherent complexity of spatial structures and the prevalence of textureless regions. Recent advancements in 3D Gaussian Splatting have improved novel view synthesis with accelerated processing but have yet to deliver comparable performance in surface reconstruction. In this paper, we introduce 2DGS-Room, a novel method leveraging 2D Gaussian Splatting for high-fidelity indoor scene reconstruction. Specifically, we employ a seed-guided mechanism to control the distribution of 2D Gaussians, with the density of seed points dynamically optimized through adaptive growth and pruning mechanisms. To further improve geometric accuracy, we incorporate monocular depth and normal priors to provide constraints for details and textureless regions respectively. Additionally, multi-view consistency constraints are employed to mitigate artifacts and further enhance reconstruction quality. Extensive experiments on ScanNet and ScanNet++ datasets demonstrate that our method achieves state-of-the-art performance in indoor scene reconstruction.
Neural implicit fields have recently emerged as a powerful representation method for multi-view surface reconstruction due to their simplicity and state-of-the-art performance. However, reconstructing thin structures of indoor scenes while ensuring real-time performance remains a challenge for dense visual SLAM systems. Previous methods do not consider varying quality of input RGB-D data and employ fixed-frequency mapping process to reconstruct the scene, which could result in the loss of valuable information in some frames. In this paper, we propose Uni-SLAM, a decoupled 3D spatial representation based on hash grids for indoor reconstruction. We introduce a novel defined predictive uncertainty to reweight the loss function, along with strategic local-to-global bundle adjustment. Experiments on synthetic and real-world datasets demonstrate that our system achieves state-of-the-art tracking and mapping accuracy while maintaining real-time performance. It significantly improves over current methods with a 25% reduction in depth L1 error and a 66.86% completion rate within 1 cm on the Replica dataset, reflecting a more accurate reconstruction of thin structures. Project page: https://shaoxiang777.github.io/project/uni-slam/
Monocular metric depth estimation (MMDE) is a crucial task to solve for indoor scene reconstruction on edge devices. Despite this importance, existing models are sensitive to factors such as boundary frequency of objects in the scene and scene complexity, failing to fully capture many indoor scenes. In this work, we propose to close this gap through the task of monocular metric depth refinement (MMDR) by leveraging state-of-the-art MMDE models. MultiDepth proposes a solution by taking samples of the image along with the initial depth map prediction made by a pre-trained MMDE model. Compared to existing iterative depth refinement techniques, MultiDepth does not employ normal map prediction as part of its architecture, effectively lowering the model size and computation overhead while outputting impactful changes from refining iterations. MultiDepth implements a lightweight encoder-decoder architecture for the refinement network, processing multiple samples from the given image, including segmentation masking. We evaluate MultiDepth on four datasets and compare them to state-of-the-art methods to demonstrate its effective refinement with minimal overhead, displaying accuracy improvement upward of 45%.
Achieving the EU's climate neutrality goal requires retrofitting existing buildings to reduce energy use and emissions. A critical step in this process is the precise assessment of geometric building envelope characteristics to inform retrofitting decisions. Previous methods for estimating building characteristics, such as window-to-wall ratio, building footprint area, and the location of architectural elements, have primarily relied on applying deep-learning-based detection or segmentation techniques on 2D images. However, these approaches tend to focus on planar facade properties, limiting their accuracy and comprehensiveness when analyzing complete building envelopes in 3D. While neural scene representations have shown exceptional performance in indoor scene reconstruction, they remain under-explored for external building envelope analysis. This work addresses this gap by leveraging cutting-edge neural surface reconstruction techniques based on signed distance function (SDF) representations for 3D building analysis. We propose BuildNet3D, a novel framework to estimate geometric building characteristics from 2D image inputs. By integrating SDF-based representation with semantic modality, BuildNet3D recovers fine-grained 3D geometry and semantics of building envelopes, which are then used to automatically extract building characteristics. Our framework is evaluated on a range of complex building structures, demonstrating high accuracy and generalizability in estimating window-to-wall ratio and building footprint. The results underscore the effectiveness of BuildNet3D for practical applications in building analysis and retrofitting.
Recently, neural implicit 3D reconstruction in indoor scenarios has become popular due to its simplicity and impressive performance. Previous works could produce complete results leveraging monocular priors of normal or depth. However, they may suffer from over-smoothed reconstructions and long-time optimization due to unbiased sampling and inaccurate monocular priors. In this paper, we propose a novel neural implicit surface reconstruction method, named FD-NeuS, to learn fine-detailed 3D models using multi-level importance sampling strategy and multi-view consistency methodology. Specifically, we leverage segmentation priors to guide region-based ray sampling, and use piecewise exponential functions as weights to pilot 3D points sampling along the rays, ensuring more attention on important regions. In addition, we introduce multi-view feature consistency and multi-view normal consistency as supervision and uncertainty respectively, which further improve the reconstruction of details. Extensive quantitative and qualitative results show that FD-NeuS outperforms existing methods in various scenes.
In addition to color and textural information, geometry provides important cues for 3D scene reconstruction. However, current reconstruction methods only include geometry at the feature level thus not fully exploiting the geometric information. In contrast, this paper proposes a novel geometry integration mechanism for 3D scene reconstruction. Our approach incorporates 3D geometry at three levels, i.e. feature learning, feature fusion, and network supervision. First, geometry-guided feature learning encodes geometric priors to contain view-dependent information. Second, a geometry-guided adaptive feature fusion is introduced which utilizes the geometric priors as a guidance to adaptively generate weights for multiple views. Third, at the supervision level, taking the consistency between 2D and 3D normals into account, a consistent 3D normal loss is designed to add local constraints. Large-scale experiments are conducted on the ScanNet dataset, showing that volumetric methods with our geometry integration mechanism outperform state-of-the-art methods quantitatively as well as qualitatively. Volumetric methods with ours also show good generalization on the 7-Scenes and TUM RGB-D datasets.
Existing methods in neural scene reconstruction utilize the Signed Distance Function (SDF) to model the density function. However, in indoor scenes, the density computed from the SDF for a sampled point may not consistently reflect its real importance in volume rendering, often due to the influence of neighboring objects. To tackle this issue, our work proposes a novel approach for indoor scene reconstruction, which instead parameterizes the density function with the Signed Ray Distance Function (SRDF). Firstly, the SRDF is predicted by the network and transformed to a ray-conditioned density function for volume rendering. We argue that the ray-specific SRDF only considers the surface along the camera ray, from which the derived density function is more consistent to the real occupancy than that from the SDF. Secondly, although SRDF and SDF represent different aspects of scene geometries, their values should share the same sign indicating the underlying spatial occupancy. Therefore, this work introduces a SRDF-SDF consistency loss to constrain the signs of the SRDF and SDF outputs. Thirdly, this work proposes a self-supervised visibility task, introducing the physical visibility geometry to the reconstruction task. The visibility task combines prior from predicted SRDF and SDF as pseudo labels, and contributes to generating more accurate 3D geometry. Our method implemented with different representations has been validated on indoor datasets, achieving improved performance in both reconstruction and view synthesis.
Implicit surfaces via neural radiance fields (NeRF) have shown surprising accuracy in surface reconstruction. Despite their success in reconstructing richly textured surfaces, existing methods struggle with planar regions with weak textures, which account for the majority of indoor scenes. In this paper, we address indoor dense surface reconstruction by revisiting key aspects of NeRF in order to use the recently proposed Vector Field (VF) as the implicit representation. VF is defined by the unit vector directed to the nearest surface point. It therefore flips direction at the surface and equals to the explicit surface normals. Except for this flip, VF remains constant along planar surfaces and provides a strong inductive bias in representing planar surfaces. Concretely, we develop a novel density-VF relationship and a training scheme that allows us to learn VF via volume rendering By doing this, VF-NeRF can model large planar surfaces and sharp corners accurately. We show that, when depth cues are available, our method further improves and achieves state-of-the-art results in reconstructing indoor scenes and rendering novel views. We extensively evaluate VF-NeRF on indoor datasets and run ablations of its components.
We present a novel approach for 3D indoor scene reconstruction that combines 3D Gaussian Splatting (3DGS) with mesh representations. We use meshes for the room layout of the indoor scene, such as walls, ceilings, and floors, while employing 3D Gaussians for other objects. This hybrid approach leverages the strengths of both representations, offering enhanced flexibility and ease of editing. However, joint training of meshes and 3D Gaussians is challenging because it is not clear which primitive should affect which part of the rendered image. Objects close to the room layout often struggle during training, particularly when the room layout is textureless, which can lead to incorrect optimizations and unnecessary 3D Gaussians. To overcome these challenges, we employ Segment Anything Model (SAM) to guide the selection of primitives. The SAM mask loss enforces each instance to be represented by either Gaussians or meshes, ensuring clear separation and stable training. Furthermore, we introduce an additional densification stage without resetting the opacity after the standard densification. This stage mitigates the degradation of image quality caused by a limited number of 3D Gaussians after the standard densification.
The adoption of Building Information Modeling (BIM) is beneficial in construction projects. However, it faces challenges due to the lack of a unified and scalable framework for converting 3D model details into BIM. This paper introduces SRBIM, a unified semantic reconstruction architecture for BIM generation. Our approach's effectiveness is demonstrated through extensive qualitative and quantitative evaluations, establishing a new paradigm for automated BIM modeling.
Embodied intelligence requires precise reconstruction and rendering to simulate large-scale real-world data. Although 3D Gaussian Splatting (3DGS) has recently demonstrated high-quality results with real-time performance, it still faces challenges in indoor scenes with large, textureless regions, resulting in incomplete and noisy reconstructions due to poor point cloud initialization and underconstrained optimization. Inspired by the continuity of signed distance field (SDF), which naturally has advantages in modeling surfaces, we propose a unified optimization framework that integrates neural signed distance fields (SDFs) with 3DGS for accurate geometry reconstruction and real-time rendering. This framework incorporates a neural SDF field to guide the densification and pruning of Gaussians, enabling Gaussians to model scenes accurately even with poor initialized point clouds. Simultaneously, the geometry represented by Gaussians improves the efficiency of the SDF field by piloting its point sampling. Additionally, we introduce two regularization terms based on normal and edge priors to resolve geometric ambiguities in textureless areas and enhance detail accuracy. Extensive experiments in ScanNet and ScanNet++ show that our method achieves state-of-the-art performance in both surface reconstruction and novel view synthesis.
Neural Radiance Field~(NeRF) achieves extremely high quality in object-scaled and indoor scene reconstruction. However, there exist some challenges when reconstructing large-scale scenes. MLP-based NeRFs suffer from limited network capacity, while volume-based NeRFs are heavily memory-consuming when the scene resolution increases. Recent approaches propose to geographically partition the scene and learn each sub-region using an individual NeRF. Such partitioning strategies help volume-based NeRF exceed the single GPU memory limit and scale to larger scenes. However, this approach requires multiple background NeRF to handle out-of-partition rays, which leads to redundancy of learning. Inspired by the fact that the background of current partition is the foreground of adjacent partition, we propose a scalable scene reconstruction method based on joint Multi-resolution Hash Grids, named DistGrid. In this method, the scene is divided into multiple closely-paved yet non-overlapped Axis-Aligned Bounding Boxes, and a novel segmented volume rendering method is proposed to handle cross-boundary rays, thereby eliminating the need for background NeRFs. The experiments demonstrate that our method outperforms existing methods on all evaluated large-scale scenes, and provides visually plausible scene reconstruction. The scalability of our method on reconstruction quality is further evaluated qualitatively and quantitatively.
State-of-the-art neural implicit surface representations have achieved impressive results in indoor scene reconstruction by incorporating monocular geometric priors as additional supervision. However, we have observed that multi-view inconsistency between such priors poses a challenge for high-quality reconstructions. In response, we present NC-SDF, a neural signed distance field (SDF) 3D reconstruction framework with view-dependent normal compensation (NC). Specifically, we integrate view-dependent biases in monocular normal priors into the neural implicit representation of the scene. By adaptively learning and correcting the biases, our NC-SDF effectively mitigates the adverse impact of inconsistent supervision, enhancing both the global consistency and local details in the reconstructions. To further refine the details, we introduce an informative pixel sampling strategy to pay more attention to intricate geometry with higher information content. Additionally, we design a hybrid geometry modeling approach to improve the neural implicit representation. Experiments on synthetic and real-world datasets demonstrate that NC-SDF outperforms existing approaches in terms of reconstruction quality.
Implicit neural representations have demonstrated significant promise for 3D scene reconstruction. Recent works have extended their applications to autonomous implicit reconstruction through the Next Best View (NBV) based method. However, the NBV method cannot guarantee complete scene coverage and often necessitates extensive viewpoint sampling, particularly in complex scenes. In the paper, we propose to 1) incorporate frontier-based exploration tasks for global coverage with implicit surface uncertainty-based reconstruction tasks to achieve high-quality reconstruction. and 2) introduce a method to achieve implicit surface uncertainty using color uncertainty, which reduces the time needed for view selection. Further with these two tasks, we propose an adaptive strategy for switching modes in view path planning, to reduce time and maintain superior reconstruction quality. Our method exhibits the highest reconstruction quality among all planning methods and superior planning efficiency in methods involving reconstruction tasks. We deploy our method on a UAV and the results show that our method can plan multi-task views and reconstruct a scene with high quality.
Advanced techniques using Neural Radiance Fields (NeRF), Signed Distance Fields (SDF), and Occupancy Fields have recently emerged as solutions for 3D indoor scene reconstruction. We introduce a novel two-phase learning approach, H2O-SDF, that discriminates between object and non-object regions within indoor environments. This method achieves a nuanced balance, carefully preserving the geometric integrity of room layouts while also capturing intricate surface details of specific objects. A cornerstone of our two-phase learning framework is the introduction of the Object Surface Field (OSF), a novel concept designed to mitigate the persistent vanishing gradient problem that has previously hindered the capture of high-frequency details in other methods. Our proposed approach is validated through several experiments that include ablation studies.
This paper proposes GradientSurf, a novel algorithm for real time surface reconstruction from monocular RGB video. Inspired by Poisson Surface Reconstruction, the proposed method builds on the tight coupling between surface, volume, and oriented point cloud and solves the reconstruction problem in gradient-domain. Unlike Poisson Surface Reconstruction which finds an offline solution to the Poisson equation by solving a linear system after the scanning process is finished, our method finds online solutions from partial scans with a neural network incrementally where the Poisson layer is designed to supervise both local and global reconstruction. The main challenge that existing methods suffer from when reconstructing from RGB signal is a lack of details in the reconstructed surface. We hypothesize this is due to the spectral bias of neural networks towards learning low frequency geometric features. To address this issue, the reconstruction problem is cast onto gradient domain, where zeroth-order and first-order energies are minimized. The zeroth-order term penalizes location of the surface. The first-order term penalizes the difference between the gradient of reconstructed implicit function and the vector field formulated from oriented point clouds sampled at adaptive local densities. For the task of indoor scene reconstruction, visual and quantitative experimental results show that the proposed method reconstructs surfaces with more details in curved regions and higher fidelity for small objects than previous methods.
The reconstruction of indoor scenes from multi-view RGB images is challenging due to the coexistence of flat and texture-less regions alongside delicate and fine-grained regions. Recent methods leverage neural radiance fields aided by predicted surface normal priors to recover the scene geometry. These methods excel in producing complete and smooth results for floor and wall areas. However, they struggle to capture complex surfaces with high-frequency structures due to the inadequate neural representation and the inaccurately predicted normal priors. This work aims to reconstruct high-fidelity surfaces with fine-grained details by addressing the above limitations. To improve the capacity of the implicit representation, we propose a hybrid architecture to represent low-frequency and high-frequency regions separately. To enhance the normal priors, we introduce a simple yet effective image sharpening and denoising technique, coupled with a network that estimates the pixel-wise uncertainty of the predicted surface normal vectors. Identifying such uncertainty can prevent our model from being misled by unreliable surface normal supervisions that hinder the accurate reconstruction of intricate geometries. Experiments on the benchmark datasets show that our method outperforms existing methods in terms of reconstruction quality. Furthermore, the proposed method also generalizes well to real-world indoor scenarios captured by our hand-held mobile phones. Our code is publicly available at: https://github.com/yec22/Fine-Grained-Indoor-Recon.