Research map / 3D vision / Gaussian splatting
VCR-GauS: View Consistent Depth-Normal Regularizer for Gaussian Surface Reconstruction
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Proposes VCR-GauS, a 3D Gaussian Splatting surface reconstruction method that uses a depth-normal (D-Normal) regularizer coupling normals to Gaussian positions, a view-consistency confidence weight on monocular normal priors, and a new densify-and-split strategy.
Problem
Extracting high-quality surfaces from 3D Gaussian Splatting is hard for large scenes; normal supervision from rendered Gaussian normals mainly updates rotations, and monocular normal priors are inconsistent across views.
Approach
Derive a depth from the ray-plane intersection of flattened Gaussians so that normals (via back-projected depth finite differences) supervise all geometric parameters, weight the loss with a confidence term from the cosine agreement between rendered and predicted normals, and densify/split large Gaussians to reduce depth error.
Key results
- On Tanks and Temples, mean F1 of 0.40 versus 0.30 for 2DGS (0.36 in the ablation's w/o-confidence variant) and 0.09 for 3DGS, with ~53 min optimization and 145 FPS.
- On Replica, F1 of 78.17 versus 64.36 for 2DGS and 50.79 for 3DGS, close to MonoSDF's 81.64.
- On Mip-NeRF 360 it reaches 128 FPS with PSNR/SSIM/LPIPS comparable to other Gaussian methods (indoor PSNR 30.53 vs 30.41 for 3DGS).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add D-Normal regularization while retaining rendered-normal supervision (ablation) | VCR-GauS · Tanks and Temples | F-score: 0.30 -> 0.40 | Helped |
| add confidence weighting to the D-Normal regularizer (ablation) | VCR-GauS · Tanks and Temples | F-score: 0.36 -> 0.40 | Helped |
| use intersection depth calculation (ablation) | VCR-GauS · Tanks and Temples | F-score: 0.35 -> 0.40 | Helped |
| add the proposed densification and splitting strategy (ablation) | VCR-GauS · Tanks and Temples | F-score: 0.33 -> 0.40 | Helped |
| add semantic surface trimming (ablation) | VCR-GauS · Tanks and Temples | F-score: 0.38 -> 0.40 | Helped |
| add scale regularization (ablation) | VCR-GauS · Tanks and Temples | F-score: 0.36 -> 0.40 | Helped |
| use scale regularization instead of setting scale s3 to zero (ablation) | VCR-GauS · Tanks and Temples | F-score: 0.37 -> 0.40 | Helped |
Surprising findings
- Setting the minimum scale to zero (2DGS-style) gives 0.37 F1 versus 0.40 for scale regularization, and removing the D-Normal regularizer drops F1 from 0.40 to 0.30.
Limitations
- Fails when almost all predicted normals across views are wrong.
- Cannot reconstruct beyond the observed scene.
- Cannot capture semi-transparent surfaces such as windows.
Experimental setup
Datasets: Tanks and Temples Replica Mip-NeRF 360 DTU COLMAP sparse point clouds
Benchmarks: Tanks and Temples Replica Mip-NeRF 360 DTU
Metrics: F1-score Chamfer distance PSNR SSIM LPIPS FPS optimization time
Baselines: NeuS MonoSDF Geo-NeuS SuGaR 3DGS 2DGS Neuralangelo DN-Splatter Mip-NeRF360 BakedSDF
Builds on: 3D Gaussian Splatting NeuSG Mip-Splatting DSINE GeoWizard
Closest papers by meaning
- Normal-GS: 3D Gaussian Splatting with Normal-Involved Rendering (NeurIPS 2024 · similarity 0.91)
- VA-GS: Enhancing the Geometric Representation of Gaussian Splatting via View Alignment (NeurIPS 2025 · similarity 0.90)
- Evolving High-Quality Rendering and Reconstruction in a Unified Framework with Contribution-Adaptive Regularization (CVPR 2025 · similarity 0.89)
- Effective Rank Analysis and Regularization for Enhanced 3D Gaussian Splatting (NeurIPS 2024 · similarity 0.89)
- DNGaussian: Optimizing Sparse-View 3D Gaussian Radiance Fields with Global-Local Depth Normalization (CVPR 2024 · similarity 0.88)
- GaussianPainter: Painting Point Cloud into 3D Gaussians with Normal Guidance (AAAI 2025 · similarity 0.88)
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