Resolution Where It Counts: Hash-based GPU-Accelerated 3D Reconstruction via Variance-Adaptive Voxel Grids

📅 2025-11-26
📈 Citations: 0
Influential: 0
📄 PDF
🤖 AI Summary
To address low memory efficiency, high computational overhead, and limited GPU support in real-time, resource-constrained 3D surface reconstruction, this paper proposes a variance-adaptive multi-resolution voxel grid. It dynamically adjusts voxel size based on local Signed Distance Function (SDF) observation variance and employs a flattened spatial hash for constant-time memory access and full GPU parallelism. Unlike conventional octrees, it integrates a parallel quadtree to regulate Gaussian lattice density. The key innovation lies in the first tight integration of variance-driven adaptive voxel partitioning with hash-based indexing, significantly improving scalability and rendering efficiency. Our open-source implementation achieves up to 13× speedup and 4× memory reduction over fixed-resolution baselines, while maintaining comparable reconstruction accuracy—enabling real-time, high-performance 3D reconstruction and rendering.

Technology Category

Application Category

📝 Abstract
Efficient and scalable 3D surface reconstruction from range data remains a core challenge in computer graphics and vision, particularly in real-time and resource-constrained scenarios. Traditional volumetric methods based on fixed-resolution voxel grids or hierarchical structures like octrees often suffer from memory inefficiency, computational overhead, and a lack of GPU support. We propose a novel variance-adaptive, multi-resolution voxel grid that dynamically adjusts voxel size based on the local variance of signed distance field (SDF) observations. Unlike prior multi-resolution approaches that rely on recursive octree structures, our method leverages a flat spatial hash table to store all voxel blocks, supporting constant-time access and full GPU parallelism. This design enables high memory efficiency and real-time scalability. We further demonstrate how our representation supports GPU-accelerated rendering through a parallel quad-tree structure for Gaussian Splatting, enabling effective control over splat density. Our open-source CUDA/C++ implementation achieves up to 13x speedup and 4x lower memory usage compared to fixed-resolution baselines, while maintaining on par results in terms of reconstruction accuracy, offering a practical and extensible solution for high-performance 3D reconstruction.
Problem

Research questions and friction points this paper is trying to address.

Dynamic voxel size adjustment using local SDF variance
Eliminating memory inefficiency in fixed-resolution volumetric methods
Enabling GPU parallelism through flat spatial hash tables
Innovation

Methods, ideas, or system contributions that make the work stand out.

Variance-adaptive voxel grid adjusting resolution dynamically
Flat spatial hash table enabling constant-time GPU access
Parallel quad-tree structure for GPU-accelerated Gaussian Splatting
🔎 Similar Papers
No similar papers found.