PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction.

Danpeng Chen, Hai Li, Weicai Ye, Yifan Wang, Weijian Xie, Shangjin Zhai, Nan Wang, Haomin Liu, Hujun Bao, Guofeng Zhang
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Abstract

Recently, 3D Gaussian Splatting (3DGS) has attracted widespread attention due to its high-quality rendering, and ultra-fast training and rendering speed. However, due to the unstructured and irregular nature of Gaussian point clouds, it is difficult to guarantee geometric reconstruction accuracy and multi-view consistency simply by relying on image reconstruction loss. Although many studies on surface reconstruction based on 3DGS have emerged recently, the quality of their meshes is generally unsatisfactory. To address this problem, we propose a fast planar-based Gaussian splatting reconstruction representation (PGSR) to achieve high-fidelity surface reconstruction while ensuring high-quality rendering. Specifically, we first introduce an unbiased depth rendering method, which directly renders the distance from the camera origin to the Gaussian plane and the corresponding normal map based on the Gaussian distribution of the point cloud, and divides the two to obtain the unbiased depth. We then introduce single-view geometric, multi-view photometric, and geometric regularization to preserve global geometric accuracy. We also propose a camera exposure compensation model to cope with scenes with large illumination variations. Experiments on indoor and outdoor scenes show that the proposed method achieves fast training and rendering while maintaining high-fidelity rendering and geometric reconstruction, outperforming 3DGS-based and NeRF-based methods. Our code will be made publicly available, and more information can be found on our project page (https://zju3dv.github.io/pgsr/).

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PGSR:基于平面高斯拼接技术的高效高保真曲面重构。
近来,三维高斯拼接(3DGS)因其高质量的渲染效果、超快的训练和渲染速度而受到广泛关注。然而,由于高斯点云的非结构性和不规则性,单纯依靠图像重建损耗很难保证几何重建精度和多视角一致性。虽然近来出现了许多基于 3DGS 的曲面重建研究,但其网格质量普遍不尽如人意。针对这一问题,我们提出了一种基于平面的快速高斯拼接重建表示法(PGSR),以实现高保真曲面重建,同时确保高质量的渲染效果。具体来说,我们首先引入了一种无偏深度渲染方法,该方法直接渲染相机原点到高斯平面的距离以及基于点云高斯分布的相应法线图,并将二者相除得到无偏深度。然后,我们引入单视角几何、多视角光度和几何正则化来保持全局几何精度。我们还提出了相机曝光补偿模型,以应对光照变化较大的场景。室内和室外场景的实验表明,所提出的方法在保持高保真渲染和几何重建的同时,实现了快速训练和渲染,优于基于 3DGS 和 NeRF 的方法。我们的代码将公开发布,更多信息请访问我们的项目页面(https://zju3dv.github.io/pgsr/)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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