Research map / 3D vision / Depth and stereo
GeoSVR: Taming Sparse Voxels for Geometrically Accurate Surface Reconstruction
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Proposes GeoSVR, a sparse-voxel (SVRaster-based) surface reconstruction framework that uses monocular depth with a voxel-level uncertainty weighting plus voxel dropout and surface regularizers to achieve accurate, complete meshes.
Problem
Surface reconstruction from multi-view images with radiance fields is limited by Gaussian-based representations that depend on sparse point-cloud initialization; sparse voxel representations lack a structure prior and suffer geometric distortion without external constraints.
Approach
Builds on SVRaster's sparse voxels and adds a level-aware voxel geometric uncertainty that reweights a patch-wise monocular depth loss per pixel, plus Voxel Dropout (random subsampling of voxels during multi-view regularization), Surface Rectification, and a Scaling Penalty to sharpen voxel-based surfaces.
Key results
- On DTU, GeoSVR achieves mean Chamfer distance 0.47, the best among compared methods (PGSR 0.52, GeoNeuS 0.51).
- On Tanks and Temples, GeoSVR achieves mean F1 0.56, versus 0.52 for PGSR and 0.50 for Neuralangelo.
- On Mip-NeRF 360, GeoSVR reaches 24.83 outdoor PSNR (best) and 30.46 indoor PSNR, with competitive rendering quality; ablation on TnT raises F1 from 0.397 (SVRaster base) to 0.560.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use GeoSVR instead of PGSR | surface reconstruction · DTU | Chamfer distance: 0.52 -> 0.47 | Helped |
| use GeoSVR instead of PGSR | surface reconstruction · Tanks and Temples | F1-score: 0.52 -> 0.56 | Helped |
| add sparse points (ablation) | SVRaster (Base) · Tanks and Temples | F1-score: 0.397 -> 0.382 | Hurt |
| add inverse-depth supervision (ablation) | SVRaster (Base) · Tanks and Temples | F1-score: 0.397 -> 0.398 | No clear effect |
| add patch-wise depth loss (ablation) | SVRaster (Base) · Tanks and Temples | F1-score: 0.397 -> 0.449 | Helped |
| add multi-view regularization (ablation) | SVRaster with patch-wise depth · Tanks and Temples | F1-score: 0.449 -> 0.538 | Helped |
| add voxel dropout during multi-view regularization (ablation) | SVRaster with patch-wise depth and multi-view regularization · Tanks and Temples | F1-score: 0.538 -> 0.546 | Helped |
| add surface rectification (ablation) | GeoSVR without surface rectification · DTU | cf-dist: 0.477 -> 0.468 | Helped |
| add scaling penalty (ablation) | GeoSVR with surface rectification · Tanks and Temples | F1-score: 0.549 -> 0.552 | Helped |
| add voxel-uncertainty weighting to monocular depth (ablation) | GeoSVR with DepthAnythingV2 · Tanks and Temples | F1-score: 0.552 -> 0.560 | Helped |
| remove scene constraint (ablation) | GeoSVR · Tanks and Temples | F1-score: 0.560 -> 0.523 | Hurt |
| add patch-wise depth supervision (ablation) | PGSR · Tanks and Temples | F1-score: 0.527 -> 0.538 | Helped |
Surprising findings
- Vanilla SVRaster without scene constraint produces heavily distorted geometry, and 3DGS-based methods gain little from monocular depth constraints, unlike the sparse voxel method.
Limitations
- Struggles with reflective regions, textureless areas, and transparent surfaces.
- Rendering quality slightly drops when geometry is forced to be accurate.
- Multi-view regularization training is slow due to inefficient implementation.
Experimental setup
Datasets: DTU Tanks and Temples Mip-NeRF 360
Benchmarks: DTU Tanks and Temples Mip-NeRF 360
Metrics: Chamfer distance F1-score PSNR SSIM LPIPS training time FPS
Baselines: VolSDF NeuS Neuralangelo GeoNeuS MonoSDF 2DGS GOF SVRaster GS2Mesh VCR-GauS MonoGSDF PGSR
Builds on: SVRaster PGSR Depth Anything V2 3D Gaussian Splatting MonoSDF
Closest papers by meaning
- DySurface: Consistent 4D Surface Reconstruction via Bridging Explicit Gaussians and Implicit Functions (NeurIPS 2026 · similarity 0.90)
- GVKF: Gaussian Voxel Kernel Functions for Highly Efficient Surface Reconstruction in Open Scenes (NeurIPS 2024 · similarity 0.89)
- Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering (CVPR 2025 · similarity 0.89)
- Learning with Unreliability: Fast Few-shot Voxel Radiance Fields with Relative Geometric Consistency (CVPR 2024 · similarity 0.89)
- FatesGS: Fast and Accurate Sparse-View Surface Reconstruction Using Gaussian Splatting with Depth-Feature Consistency (AAAI 2025 · similarity 0.88)
- 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes (CVPR 2025 · similarity 0.88)
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