toplogo
Logg Inn

High-quality Surface Reconstruction using Efficient Gaussian Surfels


Grunnleggende konsepter
The authors propose a novel point-based representation called Gaussian surfels, which combines the advantages of flexible optimization in 3D Gaussian points and the surface alignment property of surfels, to achieve high-quality surface reconstruction.
Sammendrag

The authors introduce a novel point-based representation called Gaussian surfels, which flattens 3D Gaussian points into 2D ellipses to achieve better surface alignment. The key technical contributions are:

  1. Gaussian surfels representation: The authors set the z-scale of 3D Gaussian points to 0, effectively flattening the original 3D ellipsoid into a 2D ellipse. This provides clear guidance to the optimizer to treat the local z-axis as the normal direction, greatly improving optimization stability and surface alignment.

  2. Self-supervised normal-depth consistency loss: To remedy the issue that the derivatives computed from the covariance matrix with respect to the local z-axis will be zero, the authors design a self-supervised normal-depth consistency loss to guide the Gaussian surfels in moving and rotating to closely conform to the surfaces.

  3. Monocular normal priors and volumetric cutting: The authors incorporate monocular estimated normals as a prior to address shape-radiance ambiguity in regions with specular reflections. They also propose a volumetric cutting method to aggregate the information of Gaussian surfels and remove erroneous points in depth maps generated by alpha blending.

  4. Optimization and meshing: The authors optimize the Gaussian surfels using photometric loss, normal-prior loss, opacity loss, and depth-normal consistency loss. After optimization, they render multi-view depth maps and normal maps, and fuse them through screened Poisson reconstruction to extract the final surface mesh.

Experimental results show that the proposed method achieves superior performance in surface reconstruction compared to state-of-the-art neural volume rendering and point-based rendering methods, while maintaining a good balance between reconstruction quality and training speed.

edit_icon

Customize Summary

edit_icon

Rewrite with AI

edit_icon

Generate Citations

translate_icon

Translate Source

visual_icon

Generate MindMap

visit_icon

Visit Source

Statistikk
The authors report the Chamfer distance (mm) and the averaged training time (minute) on the DTU dataset and the BlendedMVS dataset.
Sitater
"We propose a novel point-based representation, Gaussian surfels, to combine the advantages of the flexible optimization procedure in 3D Gaussian points and the surface alignment property of surfels." "We design a self-supervised normal-depth consistency loss to remedy this issue. It requires local z-axis to be close to the normal computed from the depth map rendered using Gaussian splatting." "Compared with state-of-the-art neural volume and point-based rendering methods, our method achieves a good balance between reconstruction quality and training speed."

Viktige innsikter hentet fra

by Pinxuan Dai,... klokken arxiv.org 04-30-2024

https://arxiv.org/pdf/2404.17774.pdf
High-quality Surface Reconstruction using Gaussian Surfels

Dypere Spørsmål

How can the proposed Gaussian surfels representation be extended to handle more complex materials, such as specular or translucent surfaces, beyond the current normal priors

The proposed Gaussian surfels representation can be extended to handle more complex materials, such as specular or translucent surfaces, by incorporating additional features and mechanisms into the optimization process. One approach could involve integrating more sophisticated rendering models that account for the interactions of light with different surface properties. For specular surfaces, the optimization could be guided by reflections and highlights in the rendered images, allowing the Gaussian surfels to adapt their properties to better capture these effects. To handle translucent surfaces, the representation could be enhanced with parameters related to transparency and light transmission. By incorporating transparency values and light scattering properties into the Gaussian surfels, the optimization process can be guided to accurately represent the behavior of light passing through translucent materials. Additionally, incorporating advanced shading models, such as subsurface scattering, into the rendering process can further improve the realism of the reconstructed surfaces. Furthermore, leveraging advanced neural network architectures, such as graph neural networks or attention mechanisms, can help capture complex material properties and interactions in the optimization process. By integrating these techniques, the Gaussian surfels representation can be extended to handle a wider range of material properties and surface characteristics, enabling more realistic and detailed reconstructions of complex surfaces.

What are the potential limitations of the volumetric cutting approach, and how could it be further improved to handle more challenging scenarios, such as thin structures or highly occluded regions

The volumetric cutting approach, while effective in reducing errors in depth maps and improving the quality of surface reconstruction, may have limitations when dealing with more challenging scenarios, such as thin structures or highly occluded regions. One potential limitation is the sensitivity of the cutting process to the threshold value used to determine whether a voxel should be considered occupied or unoccupied. In scenarios with thin structures, setting an appropriate threshold to differentiate between foreground and background surfaces can be challenging and may lead to inaccuracies in the reconstruction. To address these limitations and improve the volumetric cutting approach, several strategies can be considered. One approach is to incorporate adaptive thresholding techniques that dynamically adjust the threshold based on local surface characteristics and depth gradients. By adaptively determining the threshold value, the cutting process can better differentiate between foreground and background surfaces, especially in regions with thin structures or complex geometry. Additionally, integrating advanced segmentation algorithms or deep learning models into the volumetric cutting process can enhance the accuracy of voxel classification and improve the handling of highly occluded regions. By leveraging semantic information and contextual cues from the scene, the cutting process can be optimized to more accurately identify and remove erroneous depth values, leading to improved surface reconstruction quality in challenging scenarios.

Given the efficiency of the Gaussian surfels optimization, how could this representation be leveraged for other applications beyond surface reconstruction, such as real-time 3D scene understanding or interactive content creation

The efficiency of the Gaussian surfels optimization opens up opportunities for leveraging this representation in various applications beyond surface reconstruction. One potential application is real-time 3D scene understanding, where the Gaussian surfels can be utilized to capture and represent the geometry and appearance of the scene in a compact and efficient manner. By optimizing the Gaussian surfels in real-time using streaming data from sensors or cameras, dynamic 3D scene understanding can be achieved with high accuracy and speed. Another application is interactive content creation, where the Gaussian surfels representation can be used to facilitate the rapid generation and manipulation of 3D content. By providing a flexible and intuitive representation of surfaces, artists and designers can interactively sculpt and modify objects in a virtual environment, leveraging the efficiency of Gaussian surfels optimization to quickly iterate on designs and visualize changes in real-time. Furthermore, Gaussian surfels can be applied in augmented reality (AR) and virtual reality (VR) applications to enhance the realism and interactivity of virtual environments. By integrating the Gaussian surfels representation with AR/VR platforms, immersive experiences with detailed and realistic 3D surfaces can be created, allowing users to interact with virtual objects and environments in a more natural and engaging way.
0
star