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3D Gaussian Splatting with Normal Information for Mesh Extraction and Improved Rendering
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Differentiable 3D Gaussian splatting has emerged as an efficient and flexible rendering technique for representing complex scenes from a collection of 2D views and enabling high-quality real-time novel-view synthesis. However, its reliance on photometric losses can lead to imprecisely reconstructed geometry and extracted meshes, especially in regions with high curvature or fine detail. We propose a novel regularization method using the gradients of a signed distance function estimated from the Gaussians, to improve the quality of rendering while also extracting a surface mesh. The regularizing normal supervision facilitates better rendering and mesh reconstruction, which is crucial for downstream applications in video generation, animation, AR-VR and gaming. We demonstrate the effectiveness of our approach on datasets such as Mip-NeRF360, Tanks and Temples, and Deep-Blending. Our method scores higher on photorealism metrics compared to other mesh extracting rendering methods without compromising mesh quality.
Forward citations
Cited by 2 Pith papers
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ViscoReg: Neural Signed Distance Functions via Viscosity Solutions
A viscosity-regularized Eikonal loss with annealed epsilon improves Neural SDF reconstruction and yields the first generalization bound for SDF learning.
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Multi-view Normal and Distance Guidance Gaussian Splatting for Surface Reconstruction
A 3DGS surface reconstruction method that enforces multi-view distance and normal consistency between nearby views to reduce geometry drift.
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