Neural Surface Priors for Editable Gaussian Splatting
Jakub Szymkowiak, Weronika Jakubowska, Dawid Malarz, Weronika Smolak-Dyżewska, Maciej Zięba, Przemyslaw Musialski, Wojtek Pałubicki, Przemysław Spurek
TL;DR
The paper tackles editable scene reconstruction by marrying a neural surface prior with 3D Gaussian Splatting. It first learns a neural SDF using PermutoSDF to produce a high-quality mesh, which then guides the placement and appearance of Gaussian components, with opacity tied to distance to the surface via $\sigma(oldsymbol{x}) = (oldsymbol{eta} ext{ function} ext{ composed with } f_ heta)(oldsymbol{x})$ and $oldsymbol{eta}$ learned during training. To enable intuitive edits, Gaussians are encoded into a triangle soup proxy, allowing mesh edits to propagate to the recovered appearance through a linear transform between the original and edited mesh bases, yielding updated Gaussians while preserving visual fidelity. The approach demonstrates strong novel-view synthesis performance and supports topology-aware editing, including mesh-based modifications and physics-informed deformations, while maintaining rendering quality across mesh resolutions. Limitations include the need for a structurally sound, fixed-topology mesh and potential lighting-related inconsistencies; future work may address topology changes and relighting to further enhance realism.
Abstract
In computer graphics and vision, recovering easily modifiable scene appearance from image data is crucial for applications such as content creation. We introduce a novel method that integrates 3D Gaussian Splatting with an implicit surface representation, enabling intuitive editing of recovered scenes through mesh manipulation. Starting with a set of input images and camera poses, our approach reconstructs the scene surface using a neural signed distance field. This neural surface acts as a geometric prior guiding the training of Gaussian Splatting components, ensuring their alignment with the scene geometry. To facilitate editing, we encode the visual and geometric information into a lightweight triangle soup proxy. Edits applied to the mesh extracted from the neural surface propagate seamlessly through this intermediate structure to update the recovered appearance. Unlike previous methods relying on the triangle soup proxy representation, our approach supports a wider range of modifications and fully leverages the mesh topology, enabling a more flexible and intuitive editing process. The complete source code for this project can be accessed at: https://github.com/WJakubowska/NeuralSurfacePriors.
