3D Gaussian Splatting with Self-Constrained Priors for High Fidelity Surface Reconstruction
Rendering 3D surfaces has been revolutionized within the modeling of radiance fields through either 3DGS or NeRF. Although 3DGS has shown advantages over NeRF in terms of rendering quality or speed, there is still room for improvement in recovering high fidelity surfaces through 3DGS. To resolve this issue, we propose a self-constrained prior to constrain the learning of 3D Gaussians, aiming for more accurate depth rendering. Our self-constrained prior is derived from a TSDF grid that is obtained by fusing the depth maps rendered with current 3D Gaussians. The prior measures a distance field around the estimated surface, offering a band centered at the surface for imposing more specific c...
| Authors | Takeshi Noda, Yu-Shen Liu, Zhizhong Han |
|---|---|
| Primary category | cs.CV |
| Published | 20 March 2026 |
| Last updated at source | 26 March 2026 |
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