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Research map / 3D vision / Depth and stereo

Blurred LiDAR for Sharper 3D: Robust Handheld 3D Scanning with Diffuse LiDAR and RGB

CVPR 2025 · 3D vision › Depth and stereo · approach: Non-line-of-sight imaging · 3 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use RGB with diffuse LiDAR instead of RGB with sparse LiDARGaussian surfel reconstruction · No-texture rendered scenesD.MAE: 0.125 -> 0.045; 0.107 -> 0.045; 0.111 -> 0.041; 0.106 -> 0.042Helped
use RGB with diffuse LiDAR instead of RGB with monocular depthGaussian surfel reconstruction · Textured-object rendered scenesD.MAE: 0.129 -> 0.033; 0.452 -> 0.030; 0.065 -> 0.024; 0.052 -> 0.024Helped
use RGB with diffuse LiDAR instead of RGB with monocular depthGaussian surfel reconstruction · Full-texture rendered scenesD.MAE: 0.033 -> 0.025; 0.028 -> 0.017; 0.031 -> 0.016; 0.032 -> 0.025Helped
use RGB with diffuse LiDAR instead of RGB with monocular depthGaussian surfel reconstruction · Textured-plane rendered scenesD.MAE: 0.036 -> 0.045; 0.049 -> 0.037; 0.050 -> 0.034; 0.055 -> 0.046Mixed
use diffuse LiDAR loss instead of sparse point LiDAR loss (ablation)LiDAR-only surfel reconstruction · Rendered scenesDepth MAE: 0.078 -> 0.041; 0.099 -> 0.040; 0.084 -> 0.036; 0.074 -> 0.037Helped
add scene-adaptive loss weighting (ablation)RGB + diffuse LiDAR reconstruction · Rendered scenesreconstruction qualityHelped

Surprising findings

Limitations

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

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