From Blobs to Spokes: High-Fidelity Surface Reconstruction via Oriented Gaussians
2026-04-08 • Computer Vision and Pattern Recognition
Computer Vision and Pattern Recognition
AI summaryⓘ
The authors found a new way to turn 3D Gaussian Splatting data into clean 3D surfaces, which was hard before because this method didn't create a clear geometric shape to follow. They added a way to learn surface directions (normals) on each piece of data and created math formulas to find surface boundaries accurately. They also developed techniques to fill holes and make sure the entire object is covered, producing watertight 3D models. Their method, called Gaussian Wrapping, improves the accuracy and detail of 3D reconstructions and works better than past approaches on common test sets.
3D Gaussian SplattingSurface ExtractionOccupancy FieldLearnable NormalsWatertight MeshIsosurfaceDifferentiable RasterizerTSDF FusionNovel View SynthesisAdaptive Meshing
Authors
Diego Gomez, Antoine Guédon, Nissim Maruani, Bingchen Gong, Maks Ovsjanikov
Abstract
3D Gaussian Splatting (3DGS) has revolutionized fast novel view synthesis, yet its opacity-based formulation makes surface extraction fundamentally difficult. Unlike implicit methods built on Signed Distance Fields or occupancy, 3DGS lacks a global geometric field, forcing existing approaches to resort to heuristics such as TSDF fusion of blended depth maps. Inspired by the Objects as Volumes framework, we derive a principled occupancy field for Gaussian Splatting and show how it can be used to extract highly accurate watertight meshes of complex scenes. Our key contribution is to introduce a learnable oriented normal at each Gaussian element and to define an adapted attenuation formulation, which leads to closed-form expressions for both the normal and occupancy fields at arbitrary locations in space. We further introduce a novel consistency loss and a dedicated densification strategy to enforce Gaussians to wrap the entire surface by closing geometric holes, ensuring a complete shell of oriented primitives. We modify the differentiable rasterizer to output depth as an isosurface of our continuous model, and introduce Primal Adaptive Meshing for Region-of-Interest meshing at arbitrary resolution. We additionally expose fundamental biases in standard surface evaluation protocols and propose two more rigorous alternatives. Overall, our method Gaussian Wrapping sets a new state-of-the-art on DTU and Tanks and Temples, producing complete, watertight meshes at a fraction of the size of concurrent work-recovering thin structures such as the notoriously elusive bicycle spokes.