Research map / 3D vision / Depth and stereo
Blurred LiDAR for Sharper 3D: Robust Handheld 3D Scanning with Diffuse LiDAR and RGB
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Proposes fusing RGB with low-cost diffuse (blurred) SPAD LiDAR histograms in a Gaussian-surfel renderer with a scene-adaptive loss for robust handheld 3D reconstruction in low-texture, low-light, low-albedo scenes.
Problem
RGB-based 3D reconstruction fails in low-texture, low-light, and low-albedo scenes, and sparse handheld LiDAR gives poor scene coverage with limited input views.
Approach
Uses wide-field-of-view diffuse LiDAR flash measurements (spatially blurred time-of-flight histograms) rendered via differentiable surfel histogram rasterization, and a scene-adaptive loss that weights RGB patches by texture and SNR so diffuse LiDAR dominates where RGB is uninformative.
Key results
- On no-texture scenes, the method reduces depth MAE to about 0.041-0.045 versus 0.106-0.125 for surfels with sparse LiDAR (Table 1d).
- LiDAR-only depth MAE on 10 training views: diffuse LiDAR 0.036-0.041 vs sparse-point surfels 0.074-0.099 and TransientNeRF 0.221-0.281 (Table 2).
- In textured-object-on-textureless-plane scenes, the method improves depth MAE over sparse LiDAR (e.g. 0.024 vs 0.080 on Lego).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use RGB with diffuse LiDAR instead of RGB with sparse LiDAR | Gaussian surfel reconstruction · No-texture rendered scenes | D.MAE: 0.125 -> 0.045; 0.107 -> 0.045; 0.111 -> 0.041; 0.106 -> 0.042 | Helped |
| use RGB with diffuse LiDAR instead of RGB with monocular depth | Gaussian surfel reconstruction · Textured-object rendered scenes | D.MAE: 0.129 -> 0.033; 0.452 -> 0.030; 0.065 -> 0.024; 0.052 -> 0.024 | Helped |
| use RGB with diffuse LiDAR instead of RGB with monocular depth | Gaussian surfel reconstruction · Full-texture rendered scenes | D.MAE: 0.033 -> 0.025; 0.028 -> 0.017; 0.031 -> 0.016; 0.032 -> 0.025 | Helped |
| use RGB with diffuse LiDAR instead of RGB with monocular depth | Gaussian surfel reconstruction · Textured-plane rendered scenes | D.MAE: 0.036 -> 0.045; 0.049 -> 0.037; 0.050 -> 0.034; 0.055 -> 0.046 | Mixed |
| use diffuse LiDAR loss instead of sparse point LiDAR loss (ablation) | LiDAR-only surfel reconstruction · Rendered scenes | Depth MAE: 0.078 -> 0.041; 0.099 -> 0.040; 0.084 -> 0.036; 0.074 -> 0.037 | Helped |
| add scene-adaptive loss weighting (ablation) | RGB + diffuse LiDAR reconstruction · Rendered scenes | reconstruction quality | Helped |
Surprising findings
- Diffuse (blurred) LiDAR outperforms conventional sparse spot LiDAR for reconstruction despite spatial blur, in limited-view settings.
- Sparse-histogram TransientNeRF performs worse than point-depth sparse LiDAR surfels in the LiDAR-only ablation.
Limitations
- Assumes static, non-specular scenes and known poses estimated from RGB.
- Fails to separate object and plane in very low light, albedo, and texture conditions (Blundstone example).
- Relies on low-resolution 8x8 diffuse LiDAR zones and a short-range sensor mode.
Experimental setup
Datasets: Blender Ball Chair Hotdog Lego (rendered synthetic scenes) Real captures with AMS TMF8828 diffuse LiDAR and RealSense D435i
Benchmarks: Rendered Blender scenes (Ball, Chair, Hotdog, Lego) with four texture variations Real-world handheld captures
Metrics: PSNR SSIM depth MAE normal MAE
Baselines: Gaussian surfels RGB only Surfels with monocular depth Surfels with sparse LiDAR TransientNeRF
Builds on: 2D Gaussian Surfels 3D Gaussian Splatting TransientNeRF COLMAP
Closest papers by meaning
- LiDAR-RT: Gaussian-based Ray Tracing for Dynamic LiDAR Re-simulation (CVPR 2025 · similarity 0.87)
- PlatoNeRF: 3D Reconstruction in Plato's Cave via Single-View Two-Bounce Lidar (CVPR 2024 · similarity 0.86)
- Scaling Diffusion Models to Real-World 3D LiDAR Scene Completion (CVPR 2024 · similarity 0.86)
- Towards Realistic Scene Generation with LiDAR Diffusion Models (CVPR 2024 · similarity 0.85)
- Snapshot Lidar: Fourier Embedding of Amplitude and Phase for Single-Image Depth Reconstruction (CVPR 2024 · similarity 0.85)
- Flexible Depth Completion for Sparse and Varying Point Densities (CVPR 2024 · similarity 0.85)
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