Resolution Where It Counts: Hash-based GPU-Accelerated 3D Reconstruction via Variance-Adaptive Voxel Grids
Lorenzo De Rebotti, Emanuele Giacomini, Giorgio Grisetti, Luca Di Giammarino
TL;DR
This work introduces MrHash, a variance-adaptive, multi-resolution voxel grid implemented on a flat GPU hash table to enable real-time TSDF fusion and rendering for RGB-D and LiDAR data. By leveraging per-voxel TSDF statistics, a single-address-space grid, and GPU-accelerated quad-tree Gaussian Splatting, the approach achieves average $O(1)$ access, significant memory savings, and up to 13× speedups over fixed-resolution baselines while maintaining reconstruction fidelity. The method includes a multi-resolution Marching Cubes extension for meshing across resolution boundaries, a streaming policy to manage GPU memory, and an image-space quadtree to adapt splat density during rendering. Extensive experiments on diverse datasets demonstrate competitive accuracy with large memory and runtime benefits, and the open-source CUDA/C++ implementation supports real-time reconstruction and rendering in resource-constrained settings.
Abstract
Efficient and scalable 3D surface reconstruction from range data remains a core challenge in computer graphics and vision, particularly in real-time and resource-constrained scenarios. Traditional volumetric methods based on fixed-resolution voxel grids or hierarchical structures like octrees often suffer from memory inefficiency, computational overhead, and a lack of GPU support. We propose a novel variance-adaptive, multi-resolution voxel grid that dynamically adjusts voxel size based on the local variance of signed distance field (SDF) observations. Unlike prior multi-resolution approaches that rely on recursive octree structures, our method leverages a flat spatial hash table to store all voxel blocks, supporting constant-time access and full GPU parallelism. This design enables high memory efficiency and real-time scalability. We further demonstrate how our representation supports GPU-accelerated rendering through a parallel quad-tree structure for Gaussian Splatting, enabling effective control over splat density. Our open-source CUDA/C++ implementation achieves up to 13x speedup and 4x lower memory usage compared to fixed-resolution baselines, while maintaining on par results in terms of reconstruction accuracy, offering a practical and extensible solution for high-performance 3D reconstruction.
