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zhangyu committed Nov 29, 2023
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keywords: gaussian splatting
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# SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering

precise and extremely fast mesh extraction from 3D Gaussian Splatting

## Contributions

- a regularization term that encourages the gaussians to align well with the surface of the scene
- a method that exploits this alignment to extract a mesh from the Gaussians using Poisson reconstruction, which is fast, scalable, and preserves details, in contrast to the Marching Cubes algorithm usually applied to extract meshes from Neural SDFs
- an optional refinement strategy that binds gaussians to the surface of the mesh, and jointly optimizes these Gaussians and the mesh through Gaussian splatting rendering

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the gaussians are unstructured

Gaussian Splatting performs densification in order to capture details of the scene with highfidelity... This results in a density function that is close to zero almost everywhere(?), and the Marching Cubes algorithm(?) fails to extract proper level sets(?) of such a sparse density function even with a fine voxel grid

Instead, Poisson reconstruction algorithm, scalable

## Related works

light fields(?) Their work emphasized the importance of efficiently traversing volumetric data to produce realistic images(?)
Traditional mesh-based IBR methods
Volumetric IBR methods - NeRF
Hybrid IBR methods
Point-based IBR methods

## Methods

regularization term: derive an SDF from the gaussians, assuming (needs to reword)
- well spread (the density of any position can be well approximated by only considering the closest gaussian)
- flat (one of scaling factors close to 0)
- opaque (alpha = 1)

computing a slightly different loss relying on an SDF rather than on density further increases the alignment of gaussians with the surface of the scene
the zero-crossings(?) of the Signed Distance Function

We also add a regularization term to encourage the normals of SDF ¯f and the normals of SDF ˆf to also be similar(?)

mesh extraction: ...

refinement: instantiate a set of new thin 3D gaussians from each mesh triangle. The gaussians have only 2 learnable scaling factors and only 1 learnable 2D rotation

## Results

slightly(?) worse than vanilla 3DGS and Mip-NeRF360

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