From Blobs to Spokes: High-Fidelity Surface Reconstruction via Oriented Gaussians

arXiv cs.CV / 4/9/2026

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Key Points

  • The paper argues that 3D Gaussian Splatting (3DGS) is difficult for surface extraction because its opacity-based formulation lacks a global geometric field, unlike TSDF/SDF-style implicit methods.
  • It proposes “Gaussian Wrapping,” which introduces an oriented normal per Gaussian and an adapted attenuation formulation to obtain closed-form occupancy and normal fields at arbitrary 3D locations.
  • The method adds a consistency loss and a specialized densification strategy to force Gaussian primitives to wrap and close holes, producing watertight surface shells for complex scenes.
  • It modifies the differentiable rasterizer to recover depth as an isosurface from the continuous model and adds Primal Adaptive Meshing for region-of-interest meshing at variable resolution.
  • Experiments report new state-of-the-art results on DTU and Tanks and Temples, including recovering thin structures like bicycle spokes, alongside a discussion of shortcomings in existing surface evaluation protocols.

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.