hbb1/2d-gaussian-splatting
[SIGGRAPH'24] 2D Gaussian Splatting for Geometrically Accurate Radiance Fields
What it solves
This project addresses the lack of geometric accuracy in traditional 3D Gaussian Splatting. By representing scenes as 2D oriented disks (surfels) rather than 3D ellipsoids, it creates radiance fields that are more geometrically precise and easier to convert into high-quality 3D meshes.
How it works
The system uses a set of 2D oriented disks to represent a scene and renders them using a perspective-correct differentiable rasterizer. To improve reconstruction quality, it employs specific regularizations for normal consistency and depth distortion. For mesh extraction, it uses TSDF (Truncated Signed Distance Function) fusion, featuring both a bounded mode for specific volumes and an unbounded mode that contracts space into a sphere with adaptive truncation to handle large-scale scenes.
Who it’s for
This tool is designed for researchers and developers working in computer vision, 3D reconstruction, and novel view synthesis who need high-fidelity geometric surfaces rather than just visually plausible renders.
Highlights
- Geometrically Accurate: Uses 2D surfels to ensure better surface alignment and accuracy.
- Differentiable Rasterization: Implements a custom CUDA-accelerated surfel rasterizer for efficient training.
- Flexible Meshing: Supports both bounded and unbounded mesh extraction for various scene sizes.
- Broad Compatibility: Works with COLMAP and NeRF Synthetic datasets and integrates with several viewers including SIBR and WebGL-based tools.
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