GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction

Abstract

Presenting a 3D scene from multiview images remains a core and long-standing challenge in computer vision and computer graphics. Two main requirements lie in rendering and reconstruction. Notably, SOTA rendering quality is usually achieved with neural volumetric rendering techniques, which rely on aggregated point/primitive-wise color and neglect the underlying scene geometry. Learning of neural implicit surfaces is sparked from the success of neural rendering.

Current works either constrain the distribution of density fields or the shape of primitives, resulting in degraded rendering quality and flaws on the learned scene surfaces. The efficacy of such methods is limited by the inherent constraints of the chosen neural representation, which struggles to capture fine surface details, especially for larger, more intricate scenes.

目前的工作要么限制了密度场的分布,要么限制了图元的形状,从而导致绘制质量下降和学习到的场景表面存在缺陷。这类方法的有效性受限于所选择的神经表征的固有约束,它难以捕捉精细的表面细节,特别是对于更大、更复杂的场景。

To address these issues, we introduce GSDF, a novel dual-branch architecture that combines the benefits of a flexible and efficient 3D Gaussian Splatting (3DGS) representation with neural Signed Distance Fields (SDF).

The core idea is to leverage and enhance the strengths of each branch while alleviating their limitation through mutual guidance and joint supervision. We show on diverse scenes that our design

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