3D Gaussian Splatting with Normal Information for Mesh Extraction and Improved Rendering
Meenakshi Krishnan, Liam Fowl, Ramani Duraiswami
TL;DR
This work tackles geometry inaccuracies in differentiable 3D Gaussian Splatting caused by photometric losses by introducing a normal-supervised regularizer that aligns the gradient of an estimated SDF, derived from Gaussians, with monocular normals from a pretrained network. The method augments the Gaussian Splatting pipeline with a gradient regularization term R(f̂) that encourages smooth, surface-aligned geometry, and extracts meshes via Poisson reconstruction on the SDF level set. It demonstrates improved mesh quality and competitive rendering realism across datasets like Mip-NeRF360, Tanks & Temples, and Deep-Blending, while maintaining scalability and efficiency. The approach offers a practical path to high-fidelity 3D surfaces suitable for downstream tasks in AR/VR, animation, and gaming, without heavily hampering rendering speed.
Abstract
Differentiable 3D Gaussian splatting has emerged as an efficient and flexible rendering technique for representing complex scenes from a collection of 2D views and enabling high-quality real-time novel-view synthesis. However, its reliance on photometric losses can lead to imprecisely reconstructed geometry and extracted meshes, especially in regions with high curvature or fine detail. We propose a novel regularization method using the gradients of a signed distance function estimated from the Gaussians, to improve the quality of rendering while also extracting a surface mesh. The regularizing normal supervision facilitates better rendering and mesh reconstruction, which is crucial for downstream applications in video generation, animation, AR-VR and gaming. We demonstrate the effectiveness of our approach on datasets such as Mip-NeRF360, Tanks and Temples, and Deep-Blending. Our method scores higher on photorealism metrics compared to other mesh extracting rendering methods without compromising mesh quality.
