Seeing beyond vegetation: A comparative occlusion analysis between Multi-View Stereo, Neural Radiance Fields and Gaussian Splatting for 3D reconstruction

Ivana Petrovska, Boris Jutzi
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引用次数: 0

Abstract

Image-based 3D reconstruction offers realistic scene representation for applications that require accurate geometric information. Although the assumption that images are simultaneously captured, perfectly posed and noise-free simplifies the 3D reconstruction, this rarely holds in real-world settings. A real-world scene comprises multiple objects which obstruct each other and certain object parts are occluded, thus it can be challenging to generate a complete and accurate geometry. Being a part of our environment, we are particularly interested in vegetation that often obscures important structures, leading to incomplete reconstruction of the underlying features. In this contribution, we present a comparative analysis of the geometry behind vegetation occlusions reconstructed by traditional Multi-View Stereo (MVS) and radiance field methods, namely: Neural Radiance Fields (NeRFs), 3D Gaussian Splatting (3DGS) and 2D Gaussian Splatting (2DGS). Excluding certain image parts and investigating how different level of vegetation occlusions affect the geometric reconstruction, we consider Synthetic masks with different occlusion coverage of 10% (Very Sparse), 30% (Sparse), 50% (Medium), 70% (Dense) and 90% (Very Dense). To additionally demonstrate the impact of spatially consistent 3D occlusions, we use Natural masks (up to 35%) where the vegetation is stationary in the 3D scene, but relative to the view-point. Our investigations are based on real-world scenarios; one occlusion-free indoor scenario, on which we apply the Synthetic masks and one outdoor scenario, from which we derive the Natural masks. The qualitative and quantitative 3D evaluation is based on point cloud comparison against a ground truth mesh addressing accuracy and completeness. The conducted experiments and results demonstrate that although MVS shows lowest accuracy errors in both scenarios, the completeness manifests a sharp decline as the occlusion percentage increases, eventually failing under Very Dense masks. NeRFs manifest robustness in the reconstruction with highest completeness considering masks, although the accuracy proportionally decreases with increasing the occlusions. 2DGS achieves second best accuracy results outperforming NeRFs and 3DGS, indicating a consistent performance across different occlusion scenarios. Additionally, by using MVS for initialization, 3DGS and 2DGS completeness improves without significantly sacrificing the accuracy, due to the more densely reconstructed homogeneous areas. We demonstrate that radiance field methods can compete against traditional MVS, showing robust performance for a complete reconstruction under vegetation occlusions.

Abstract Image

超越植被:用于3D重建的多视点立体、神经辐射场和高斯飞溅之间的对比遮挡分析
基于图像的3D重建为需要精确几何信息的应用程序提供了逼真的场景表示。虽然假设图像是同时捕获的,完美的姿势和无噪声简化了3D重建,但这在现实世界的设置中很少成立。现实世界场景包含多个物体,这些物体相互阻碍,某些物体部分被遮挡,因此生成完整而准确的几何形状可能具有挑战性。作为我们环境的一部分,我们对植被特别感兴趣,因为它们常常掩盖了重要的结构,导致对底层特征的不完整重建。在这篇文章中,我们对传统的多视图立体(MVS)和辐射场方法(即:神经辐射场(NeRFs), 3D高斯飞溅(3DGS)和2D高斯飞溅(2DGS))重建的植被遮挡背后的几何结构进行了比较分析。排除某些图像部分并研究不同水平的植被遮挡如何影响几何重建,我们考虑了不同遮挡覆盖率的合成掩模,分别为10%(非常稀疏),30%(稀疏),50%(中等),70%(密集)和90%(非常密集)。为了进一步演示空间一致性3D遮挡的影响,我们使用自然遮罩(高达35%),其中植被在3D场景中是静止的,但相对于视点。我们的调查是基于真实世界的场景;一个无遮挡的室内场景,我们使用合成面具,一个室外场景,我们从中获得自然面具。定性和定量的三维评价是基于点云与地面真实网格的比较,寻址精度和完整性。实验和结果表明,尽管MVS在两种情况下都具有最低的精度误差,但完整性随着遮挡百分比的增加而急剧下降,最终在Very Dense掩模下失败。nerf在考虑掩模的最高完整性重建中表现出鲁棒性,尽管准确性随着遮挡的增加成比例地降低。2DGS达到了第二好的精度结果,优于nerf和3DGS,表明在不同遮挡场景下的一致性能。此外,通过使用MVS进行初始化,3DGS和2DGS的完整性得到了提高,但没有显著牺牲精度,因为重构的均匀区域更密集。我们证明了辐射场方法可以与传统的MVS竞争,在植被遮挡下显示出强大的完全重建性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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