Resolution Where It Counts: Hash-based GPU-Accelerated 3D Reconstruction via Variance-Adaptive Voxel Grids
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 13× speedup and 4× lower memory usage compared with fixed-resolution baselines, while maintaining on par results in terms of reconstruction accuracy, offering a practical and extensible solution for high-performance 3D reconstruction.
Authors
- Emanuele Giacomini (ORCID: https://orcid.org/0000-0002-3569-4191)
- Giorgio Grisetti (ORCID: https://orcid.org/0000-0002-8038-9989)
- Luca Di Giammarino (ORCID: https://orcid.org/0000-0002-1332-3496)
- Lorenzo De Rebotti (ORCID: https://orcid.org/0009-0009-3369-9456)
Institutions
- Sapienza University of Rome (IT)
Publication Details
- Journal
- ACM Transactions on Graphics
- Published
- 2025-11-20
- DOI
- https://doi.org/10.1145/3777909
- Primary Topic
- Computer Graphics and Visualization Techniques
- Type
- article
- Field-Weighted Citation Impact
- 0.00