arXiv:2511.06765cs.CVcs.GR2025-11中稿 · IROS 2025被引 2

解决户外弱纹理场景下3D高斯点云渲染的抖动与失真问题。

Robust and High-Fidelity 3D Gaussian Splatting: Fusing Pose Priors and Geometry Constraints for Texture-Deficient Outdoor Scenes

  • 用激光雷达惯导先验姿态优化相机位姿估计
  • 引入法向量约束和秩正则化提升点云几何一致性
  • 适合弱纹理或重复纹理的大型室外场景重建

3D高斯点云(3DGS)因其高效与高质量成为数字资产生成的核心渲染流程。针对大型室外场景中因几何纹理不一致导致的位姿估计不稳定与场景表示失真问题,本文从位姿估计与场景表示两方面入手。在位姿估计上,利用激光雷达-惯性里程计提供大场景相机先验位姿,并将其融入COLMAP的三角化过程,通过束调整进行位姿优化,确保像素匹配与先验位姿的一致性,从而提升鲁棒性与精度。在场景表示上,引入法向量约束与有效秩正则化,强制高斯原语的方向与形状一致性,与原有光度损失联合优化以增强地图质量。在公开与自采数据集上评估表明:本方法位姿优化耗时仅为传统方法的1/3,且保持高精度与鲁棒性;在弱纹理或重复纹理场景中,显著优于传统3DGS管线,可视化效果更优,整体性能领先。代码与数据将公开于https://github.com/justinyeah/normal_shape.git。

原文摘要 · Abstract (English)

3D Gaussian Splatting (3DGS) has emerged as a key rendering pipeline for digital asset creation due to its balance between efficiency and visual quality. To address the issues of unstable pose estimation and scene representation distortion caused by geometric texture inconsistency in large outdoor scenes with weak or repetitive textures, we approach the problem from two aspects: pose estimation and scene representation. For pose estimation, we leverage LiDAR-IMU Odometry to provide prior poses for cameras in large-scale environments. These prior pose constraints are incorporated into COLMAP's triangulation process, with pose optimization performed via bundle adjustment. Ensuring consistency between pixel data association and prior poses helps maintain both robustness and accuracy. For scene representation, we introduce normal vector constraints and effective rank regularization to enforce consistency in the direction and shape of Gaussian primitives. These constraints are jointly optimized with the existing photometric loss to enhance the map quality. We evaluate our approach using both public and self-collected datasets. In terms of pose optimization, our method requires only one-third of the time while maintaining accuracy and robustness across both datasets. In terms of scene representation, the results show that our method significantly outperforms conventional 3DGS pipelines. Notably, on self-collected datasets characterized by weak or repetitive textures, our approach demonstrates enhanced visualization capabilities and achieves superior overall performance. Codes and data will be publicly available at https://github.com/justinyeah/normal_shape.git.

3D高斯位姿估计弱纹理点云重建

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