图学学报 ›› 2026, Vol. 47 ›› Issue (4): 704-713.DOI: 10.11996/JG.j.2095-302X.2026040704
收稿日期:2025-11-27
接受日期:2026-03-22
出版日期:2026-08-31
发布日期:2026-08-31
通讯作者:王录涛,E-mail:wanglt@cuit.edu.cn基金资助:
WANG Ziwei, WANG Lutao(
), LI Antong, SHEN Yan
Received:2025-11-27
Accepted:2026-03-22
Published:2026-08-31
Online:2026-08-31
Contact:
WANG Lutao,E-mail:wanglt@cuit.edu.cnSupported by:摘要:
三维高斯溅射(3DGS)技术是神经辐射场(NeRF)理论提出之后,三维重建和新视图合成领域的又一重大突破。3DGS通过将多视角图像转换为数以百万计的高斯基元建模显示的场景表示以及可微分渲染技术实现了近乎实时的视图渲染,但仅依靠外观颜色优化高斯基元往往需要不同视角的大量视图提供全局几何线索提升场景重建质量,否则在稀疏视图输入下由于高斯核函数自身的局部支持以及缺少全局几何约束容易过拟合训练视图,导致重建场景出现空洞、浮动伪影等问题。为此,提出了一种在稀疏视图输入情况下的三维高斯重建算法以进一步拓展3DGS应用场景。针对稀疏输入场景设置,首先利用单目深度模糊感知技术,通过条件隐式极大似然估计学习深度估计的多模态分布,以提取多模态深度稠密点云用于初始化高斯基元,为场景重建引入全局几何线索。然后,设计了一种空间雕刻损失解决高斯基元空间位置在初始化阶段保留的不确定性和模糊性,捕获单目深度分布中全局立体一致的模式子集,获取全局场景几何结构,进而缓解稀疏视图下的场景过拟合现象并有效提升场景重建质量。实验结果表明,该算法在各个数据集下的PSNR性能均值较同期算法提升了11%~ 54%不等,同时训练时长较基于NeRF的算法大幅缩短,实现了良好的场景重建效果与新视图合成质量的提升。
中图分类号:
王紫威, 王录涛, 李桉同, 沈艳. 单目深度模糊感知估计的少视图三维高斯重建[J]. 图学学报, 2026, 47(4): 704-713.
WANG Ziwei, WANG Lutao, LI Antong, SHEN Yan. Few-shot 3D Gaussian splatting based on monocular depth ambiguity-aware estimation[J]. Journal of Graphics, 2026, 47(4): 704-713.
图1 稀疏视图输入新视图合成结果对比((a) 3DGS;(b) 真值;(c) 本文方法)
Fig. 1 Comparison of novel view synthesis result under sparse-view input ((a) 3DGS; (b) Ground truth; (c) Ours)
| 方法 | In_the_wild(所有场景) | Basement | Kitchen | Lounge | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | |
| 3DGS[ | 15.18 | 0.60 | 0.50 | 14.27 | 0.64 | 0.47 | 14.37 | 0.59 | 0.53 | 16.91 | 0.57 | 0.51 |
| SCADE[ | 19.03 | 0.68 | 0.61 | 19.33 | 0.72 | 0.58 | 19.00 | 0.67 | 0.60 | 18.75 | 0.64 | 0.65 |
| DRGS[ | 11.19 | 0.58 | 0.65 | 10.45 | 0.59 | 0.59 | 10.84 | 0.56 | 0.65 | 12.29 | 0.58 | 0.70 |
| DropGS[ | 16.57 | 0.55 | 0.38 | 16.14 | 0.56 | 0.38 | 14.83 | 0.44 | 0.45 | 18.74 | 0.65 | 0.32 |
| 本文方法1 | 20.66 | 0.73 | 0.39 | 20.20 | 0.76 | 0.36 | 20.93 | 0.74 | 0.39 | 20.86 | 0.70 | 0.42 |
| 本文方法2 | 20.69 | 0.69 | 0.39 | 20.48 | 0.74 | 0.36 | 20.45 | 0.69 | 0.39 | 21.14 | 0.63 | 0.41 |
表1 本文算法与其他算法在wild数据集上的新视角合成实验结果对比
Table 1 Comparison of experimental results of novel synthesis on the wild dataset
| 方法 | In_the_wild(所有场景) | Basement | Kitchen | Lounge | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | |
| 3DGS[ | 15.18 | 0.60 | 0.50 | 14.27 | 0.64 | 0.47 | 14.37 | 0.59 | 0.53 | 16.91 | 0.57 | 0.51 |
| SCADE[ | 19.03 | 0.68 | 0.61 | 19.33 | 0.72 | 0.58 | 19.00 | 0.67 | 0.60 | 18.75 | 0.64 | 0.65 |
| DRGS[ | 11.19 | 0.58 | 0.65 | 10.45 | 0.59 | 0.59 | 10.84 | 0.56 | 0.65 | 12.29 | 0.58 | 0.70 |
| DropGS[ | 16.57 | 0.55 | 0.38 | 16.14 | 0.56 | 0.38 | 14.83 | 0.44 | 0.45 | 18.74 | 0.65 | 0.32 |
| 本文方法1 | 20.66 | 0.73 | 0.39 | 20.20 | 0.76 | 0.36 | 20.93 | 0.74 | 0.39 | 20.86 | 0.70 | 0.42 |
| 本文方法2 | 20.69 | 0.69 | 0.39 | 20.48 | 0.74 | 0.36 | 20.45 | 0.69 | 0.39 | 21.14 | 0.63 | 0.41 |
| 方法 | Scannet(所有场景) | Scene710 | Scene758 | Scene781 | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | |
| 3DGS[ | 11.85 | 0.47 | 0.59 | 12.00 | 0.42 | 0.59 | 10.31 | 0.45 | 0.60 | 13.23 | 0.54 | 0.58 |
| SCADE[ | 19.75 | 0.65 | 0.58 | 19.33 | 0.62 | 0.63 | 19.42 | 0.68 | 0.53 | 20.50 | 0.65 | 0.57 |
| DRGS[ | 11.87 | 0.57 | 0.63 | 12.54 | 0.57 | 0.61 | 9.63 | 0.51 | 0.66 | 13.44 | 0.62 | 0.63 |
| DropGS[ | 16.16 | 0.54 | 0.38 | 16.36 | 0.52 | 0.38 | 14.33 | 0.46 | 0.44 | 17.79 | 0.63 | 0.32 |
| 本文方法1 | 15.91 | 0.59 | 0.49 | 16.75 | 0.57 | 0.47 | 14.24 | 0.58 | 0.51 | 16.73 | 0.61 | 0.49 |
| 本文方法2 | 16.93 | 0.56 | 0.49 | 16.91 | 0.55 | 0.48 | 15.27 | 0.55 | 0.50 | 17.00 | 0.59 | 0.49 |
表2 本文算法与其他算法在Scannet数据集上的新视角合成实验结果对比
Table 2 Comparison of experimental results of novel synthesis on the Scannet dataset
| 方法 | Scannet(所有场景) | Scene710 | Scene758 | Scene781 | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | |
| 3DGS[ | 11.85 | 0.47 | 0.59 | 12.00 | 0.42 | 0.59 | 10.31 | 0.45 | 0.60 | 13.23 | 0.54 | 0.58 |
| SCADE[ | 19.75 | 0.65 | 0.58 | 19.33 | 0.62 | 0.63 | 19.42 | 0.68 | 0.53 | 20.50 | 0.65 | 0.57 |
| DRGS[ | 11.87 | 0.57 | 0.63 | 12.54 | 0.57 | 0.61 | 9.63 | 0.51 | 0.66 | 13.44 | 0.62 | 0.63 |
| DropGS[ | 16.16 | 0.54 | 0.38 | 16.36 | 0.52 | 0.38 | 14.33 | 0.46 | 0.44 | 17.79 | 0.63 | 0.32 |
| 本文方法1 | 15.91 | 0.59 | 0.49 | 16.75 | 0.57 | 0.47 | 14.24 | 0.58 | 0.51 | 16.73 | 0.61 | 0.49 |
| 本文方法2 | 16.93 | 0.56 | 0.49 | 16.91 | 0.55 | 0.48 | 15.27 | 0.55 | 0.50 | 17.00 | 0.59 | 0.49 |
| 方法 | Tanks & Temples(所有场景) | Auditorium | Church | Courtroom | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | |
| 3DGS[ | 15.70 | 0.53 | 0.49 | 18.05 | 0.70 | 0.41 | 13.18 | 0.39 | 0.56 | 15.88 | 0.49 | 0.51 |
| SCADE[ | 17.46 | 0.55 | 0.69 | 19.2 | 0.71 | 0.62 | 15.91 | 0.46 | 0.71 | 17.26 | 0.47 | 0.75 |
| DRGS[ | 12.53 | 0.48 | 0.73 | 15.46 | 0.64 | 0.65 | 9.81 | 0.36 | 0.79 | 12.32 | 0.43 | 0.74 |
| DropGS[ | 17.59 | 0.62 | 0.31 | 19.83 | 0.69 | 0.27 | 16.00 | 0.55 | 0.35 | 16.94 | 0.61 | 0.30 |
| 本文方法1 | 18.10 | 0.63 | 0.44 | 20.01 | 0.76 | 0.37 | 15.88 | 0.54 | 0.46 | 18.40 | 0.59 | 0.49 |
| 本文方法2 | 18.44 | 0.60 | 0.41 | 20.23 | 0.73 | 0.37 | 16.08 | 0.50 | 0.46 | 19.01 | 0.58 | 0.41 |
表3 本文算法与其他算法在Tanks & Temples数据集上的新视角合成实验结果对比
Table 3 Comparison of experimental results of novel synthesis on the Tanks & Temples dataset
| 方法 | Tanks & Temples(所有场景) | Auditorium | Church | Courtroom | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | |
| 3DGS[ | 15.70 | 0.53 | 0.49 | 18.05 | 0.70 | 0.41 | 13.18 | 0.39 | 0.56 | 15.88 | 0.49 | 0.51 |
| SCADE[ | 17.46 | 0.55 | 0.69 | 19.2 | 0.71 | 0.62 | 15.91 | 0.46 | 0.71 | 17.26 | 0.47 | 0.75 |
| DRGS[ | 12.53 | 0.48 | 0.73 | 15.46 | 0.64 | 0.65 | 9.81 | 0.36 | 0.79 | 12.32 | 0.43 | 0.74 |
| DropGS[ | 17.59 | 0.62 | 0.31 | 19.83 | 0.69 | 0.27 | 16.00 | 0.55 | 0.35 | 16.94 | 0.61 | 0.30 |
| 本文方法1 | 18.10 | 0.63 | 0.44 | 20.01 | 0.76 | 0.37 | 15.88 | 0.54 | 0.46 | 18.40 | 0.59 | 0.49 |
| 本文方法2 | 18.44 | 0.60 | 0.41 | 20.23 | 0.73 | 0.37 | 16.08 | 0.50 | 0.46 | 19.01 | 0.58 | 0.41 |
| 场景 | SCADE[ | 3DGS[ | 本文方法1 | ||||||
|---|---|---|---|---|---|---|---|---|---|
| PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | |
| Family | 16.20 | 0.48 | 0.65 | 13.59 | 0.41 | 0.53 | 15.61 | 0.48 | 0.44 |
| Lighthouse | 13.49 | 0.50 | 0.76 | 11.11 | 0.43 | 0.61 | 12.82 | 0.51 | 0.61 |
| Train | 12.63 | 0.36 | 0.81 | 10.42 | 0.30 | 0.63 | 12.12 | 0.36 | 0.60 |
| Means | 14.11 | 0.45 | 0.74 | 11.71 | 0.38 | 0.59 | 13.52 | 0.45 | 0.55 |
表4 本文算法与其他算法在Tanks & Temples数据集室外场景中的新视角合成实验结果对比
Table 4 Comparison of experimental results of novel synthesis on the outdoor scenes of Tanks & Temples dataset
| 场景 | SCADE[ | 3DGS[ | 本文方法1 | ||||||
|---|---|---|---|---|---|---|---|---|---|
| PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | |
| Family | 16.20 | 0.48 | 0.65 | 13.59 | 0.41 | 0.53 | 15.61 | 0.48 | 0.44 |
| Lighthouse | 13.49 | 0.50 | 0.76 | 11.11 | 0.43 | 0.61 | 12.82 | 0.51 | 0.61 |
| Train | 12.63 | 0.36 | 0.81 | 10.42 | 0.30 | 0.63 | 12.12 | 0.36 | 0.60 |
| Means | 14.11 | 0.45 | 0.74 | 11.71 | 0.38 | 0.59 | 13.52 | 0.45 | 0.55 |
| 方法 | PSNR↑ | SSIM↑ | LPIPS↓ | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Basement | Kitchen | Lounge | Mean | Basement | Kitchen | Lounge | Mean | Basement | Kitchen | Lounge | Mean | |
| 3DGS | 14.27 | 14.37 | 16.91 | 15.18 | 0.64 | 0.59 | 0.57 | 0.60 | 0.47 | 0.53 | 0.51 | 0.50 |
| only ptsdense | 17.95 | 18.53 | 18.42 | 18.3 | 0.73 | 0.69 | 0.65 | 0.69 | 0.35 | 0.40 | 0.42 | 0.39 |
| only | 19.14 | 20.33 | 19.91 | 19.79 | 0.73 | 0.72 | 0.62 | 0.69 | 0.41 | 0.43 | 0.45 | 0.43 |
| Ours 1 | 20.20 | 20.93 | 20.86 | 20.66 | 0.76 | 0.74 | 0.67 | 0.72 | 0.36 | 0.39 | 0.42 | 0.39 |
表5 消融实验对比结果
Table 5 Comparison result of ablation study
| 方法 | PSNR↑ | SSIM↑ | LPIPS↓ | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Basement | Kitchen | Lounge | Mean | Basement | Kitchen | Lounge | Mean | Basement | Kitchen | Lounge | Mean | |
| 3DGS | 14.27 | 14.37 | 16.91 | 15.18 | 0.64 | 0.59 | 0.57 | 0.60 | 0.47 | 0.53 | 0.51 | 0.50 |
| only ptsdense | 17.95 | 18.53 | 18.42 | 18.3 | 0.73 | 0.69 | 0.65 | 0.69 | 0.35 | 0.40 | 0.42 | 0.39 |
| only | 19.14 | 20.33 | 19.91 | 19.79 | 0.73 | 0.72 | 0.62 | 0.69 | 0.41 | 0.43 | 0.45 | 0.43 |
| Ours 1 | 20.20 | 20.93 | 20.86 | 20.66 | 0.76 | 0.74 | 0.67 | 0.72 | 0.36 | 0.39 | 0.42 | 0.39 |
图7 光照损失与空间雕刻损失占比在不同点云稀疏度下的训练集与测试集PSNR性能
Fig. 7 PSNR performance of the training set and the test set of the proportion of rgb loss and space carve loss under different point cloud sparsity
图8 不同点云稀疏度下随空间雕刻损失权重增长的高斯数量变化条形图
Fig. 8 The bar chart of Gaussian quantity change with the increase of spatial carving loss weight under different point cloud sparsity
图9 不同点云稀疏度下用于点云初始化的深度图数量M对PSNR性能的影响
Fig. 9 The influence of the number of depth maps (M) used for point cloud initialization on PSNR performance under different point cloud sparsity
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