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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 | ||
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precise and extremely fast mesh extraction from 3D Gaussian Splatting | ||
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## Contributions | ||
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- 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 | ||
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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 | ||
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Instead, Poisson reconstruction algorithm, scalable | ||
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## Related works | ||
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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 | ||
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## Methods | ||
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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) | ||
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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 | ||
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We also add a regularization term to encourage the normals of SDF ¯f and the normals of SDF ˆf to also be similar(?) | ||
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mesh extraction: ... | ||
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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 | ||
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## Results | ||
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slightly(?) worse than vanilla 3DGS and Mip-NeRF360 |