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Research map / 3D vision / NeRF and radiance fields

Geometry Field Splatting with Gaussian Surfels

CVPR 2025 · 3D vision › NeRF and radiance fields · approach: Inverse rendering with neural fields · 7 citations (OpenAlex)

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Splats a stochastic geometry field parameterized by Gaussian surfels with a near-exact differentiable volume splatting renderer and a distance-based color blending that makes the loss continuous, for opaque surface reconstruction from calibrated images.

Problem

Reconstructing accurate geometry of opaque surfaces from calibrated RGB images with Gaussian splatting, where existing density-based splatting relies on approximations (Taylor expansion, no self-occlusion, non-overlapping assumption) and produces a discontinuous loss landscape.

Approach

Parameterize the stochastic geometry field (not the volume density) with 2D Gaussian surfels, convert it to density with a closed-form footprint, render with refined volume splatting that keeps self-occlusion, and blend kernel colors by distance so the rendered color is continuous; replace SH colors with a latent-plus-MLP view-dependent color using reflection vectors for specular surfaces.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use geometry field splatting instead of original 2DGS splatting (ablation)Geometry Field Splatting with Gaussian Surfels (SH) · DTUChamfer Distance: 0.70 -> 0.63Helped
use geometry field splatting instead of original 2DGS splatting (ablation)Geometry Field Splatting with Gaussian Surfels (Latent) · DTUChamfer Distance: 0.72 -> 0.58Helped
add color propagation to remedy loss landscape defects (ablation)Geometry Field Splatting with Gaussian Surfels (SH) · DTUChamfer Distance: 0.67 -> 0.63Helped
add color propagation to remedy loss landscape defects (ablation)Geometry Field Splatting with Gaussian Surfels (Latent) · DTUChamfer Distance: 0.59 -> 0.58Helped
use per-ray sorting instead of global sorting (ablation)Geometry Field Splatting with Gaussian Surfels (SH) · DTUChamfer Distance: 0.63 -> 0.61Helped
use per-ray sorting instead of global sorting (ablation)Geometry Field Splatting with Gaussian Surfels (Latent) · DTUChamfer Distance: 0.58 -> 0.57Helped
use latent color representation instead of SHGeometry Field Splatting with Gaussian Surfels · DTUChamfer Distance (Avg. ↓): 0.63 -> 0.58Helped
use latent color representation instead of SHGeometry Field Splatting with Gaussian Surfels · BlendedMVS scene-level casesChamfer Distance (×10−1, Avg. ↓): 1.52 -> 1.71Hurt
use latent color representation instead of SHGeometry Field Splatting with Gaussian Surfels · BlendedMVS object-centric casesChamfer Distance (×10−2, Avg. ↓): 0.67 -> 0.66Helped

Surprising findings

Limitations

Experimental setup

Datasets: DTU BlendedMVS

Benchmarks: DTU BlendedMVS

Metrics: Chamfer Distance

Baselines: NeuS2 Neuralangelo Miller et al. (O.V.) NeUDF Chen et al. (F.D.S.) SuGaR 2DGS Dai et al. (G.S.) GOF RaDe-GS

Builds on: 2DGS volume splatting (Zwicker et al.) stochastic geometry field (Miller et al.) Gaussian splatting NeRF

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