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.
翻译:三维高斯泼溅(3DGS)因其在效率与视觉质量间的平衡,已成为数字资产创建的关键渲染管线。为解决大范围户外场景中因几何纹理不一致(如纹理弱或重复)导致的位姿估计不稳定与场景表示失真问题,我们从位姿估计与场景表示两方面入手。在位姿估计方面,我们利用激光雷达-惯性测量单元里程计为大规模环境中的相机提供先验位姿。这些先验位姿约束被整合至COLMAP的三角测量过程中,并通过光束法平差进行位姿优化。确保像素数据关联与先验位姿间的一致性,有助于维持方法的鲁棒性与准确性。在场景表示方面,我们引入法向量约束与有效秩正则化,以强制高斯基元在方向与形状上的一致性。这些约束与现有的光度损失联合优化,以提升地图质量。我们使用公开数据集与自采集数据集评估了所提方法。在位姿优化方面,我们的方法仅需三分之一的时间,同时在两个数据集上保持了准确性与鲁棒性。在场景表示方面,结果表明我们的方法显著优于传统3DGS管线。值得注意的是,在纹理弱或重复的自采集数据集上,我们的方法展现出增强的可视化能力,并实现了更优的整体性能。代码与数据将在https://github.com/justinyeah/normal_shape.git公开提供。