Geometry-Grounded Gaussian Splatting
Baowen Zhang, Chenxing Jiang, Heng Li, Shaojie Shen, Ping Tan
TL;DR
The paper addresses the challenge of reliable shape extraction from Gaussian Splatting by introducing Geometry-Grounded Gaussian Splatting, which treats Gaussian primitives as stochastic solids to enable principled depth rendering and explicit geometry extraction. It proves the rendering equivalence between Gaussian primitives and stochastic solids and derives a vacancy-based attenuation model, including a median-depth definition and closed-form depth gradients for efficient training. The approach yields state-of-the-art geometry reconstruction among Gaussian Splatting methods on public datasets, with strong multi-view consistency and cleaner depth maps that facilitate high-fidelity mesh extraction. This framework broadens Gaussian Splatting to principled geometry optimization and offers a pathway to fully volumetric rendering in the future, potentially enhancing practical applications in 3D reconstruction and view synthesis.
Abstract
Gaussian Splatting (GS) has demonstrated impressive quality and efficiency in novel view synthesis. However, shape extraction from Gaussian primitives remains an open problem. Due to inadequate geometry parameterization and approximation, existing shape reconstruction methods suffer from poor multi-view consistency and are sensitive to floaters. In this paper, we present a rigorous theoretical derivation that establishes Gaussian primitives as a specific type of stochastic solids. This theoretical framework provides a principled foundation for Geometry-Grounded Gaussian Splatting by enabling the direct treatment of Gaussian primitives as explicit geometric representations. Using the volumetric nature of stochastic solids, our method efficiently renders high-quality depth maps for fine-grained geometry extraction. Experiments show that our method achieves the best shape reconstruction results among all Gaussian Splatting-based methods on public datasets.
