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1,093篇论文匹配“3D Rendering & Reconstruction”
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Xun Li 0004, Rodrigo Santa Cruz, Mingze Xi, Hu Zhang 0005, Madhawa Perera, Ziwei Wang 0003, Ahalya Ravendran, Brandon J. Matthews, Feng Xu, Matt Adcock 等

To enable robots to comprehend high-level human instructions and perform complex tasks, a key challenge lies in achieving comprehensive scene understanding: interpreting and interacting with the 3D environment in a meaningful way. This requires a smart map that fuses accurate geometric structure with rich, human-understandable semantics. To address this, we introduce the 3D Queryable Scene Representation (3D QSR), a novel framework built on multimedia data that unifies three complementary 3D representations: (1) 3D-consistent novel view rendering and segmentation from panoptic reconstruction, (2) precise geometry from 3D point clouds, and (3) structured, scalable organization via 3D scene graphs. Built on an object-centric design, the framework integrates with large vision-language models to enable semantic queryability by linking multimodal object embeddings, and supporting object-level retrieval of geometric, visual, and semantic information. The retrieved data are then loaded into a robotic task planner for downstream execution. We evaluate our approach through simulated robotic task planning scenarios in Unity, guided by abstract language instructions and using the indoor public dataset Replica. Furthermore, we apply it in a digital duplicate of a real wet lab environment to test QSR-supported robotic task planning for emergency response. The results demonstrate the framework's ability to facilitate scene understanding and integrate spatial and semantic reasoning, effectively translating high-level human instructions into precise robotic task planning in complex 3D environments.

Zihou Liu, Dongming Zhang, Jing Zhang, Jun Li, Yongdong Zhang 0001

Text-to-image generation models can create diverse, high-quality images, but they frequently encounter challenges in accurately rendering text within those images due to the insufficient representation of desired text. In this study, we introduce RealText, a method for generating scene text images that excels in producing precise and realistic scene text images in any language. We disentangle scene text images generation into three stages: background and glyph image generation, text deformation, and whole image generation. Initially, we utilize prompts to guide the creation of well-organized background images. By identifying optimal text placements on these backgrounds, we render the glyph images of target text using user-specified font, effectively eliminating incorrect characters. In the next stage, we propose scene sensing to perceive text carrier surfaces and viewpoints through 3D scene reconstruction using depth and normal map to apply text deformation, thereby enhancing the realism of generated images. The final stage involves generating complete image with the aid of background and glyph guidance. Thanks to glyph disentangling, scene sensing, and text inpainting, we can exert more precise control over scene text image generation process. We have developed a unified framework which supports major generation models. Extensive experiments illustrate the exceptional performance of our method in generating images with multilingual text. The codes will soon be available at https://github.com/cccvl/RealText.

Zeren Xiong, Zikun Chen, Zedong Zhang, Xiang Li 0041, Ying Tai, Jian Yang 0003, Jun Li 0027

In this paper, we tackle a new task of 3D object synthesis, where a 3D model is composited with another object category to create a novel 3D model. However, most existing text/image/3D-to-3D methods struggle to effectively integrate multiple content sources, often resulting in inconsistent textures and inaccurate shapes. To overcome these challenges, we propose a straightforward yet powerful approach, category+3D-to-3D (C33D), for generating novel and structurally coherent 3D models. Our method begins by rendering multi-view images and normal maps from the input 3D model, then generating a novel 2D object using adaptive text-image harmony (ATIH) with the front-view image and another object category as inputs. To ensure texture consistency, we introduce texture multi-view diffusion, which refines the textures of the remaining multi-view RGB images based on the novel 2D object. For enhanced shape accuracy, we propose shape multi-view diffusion to improve the 2D shapes of both the multi-view RGB images and the normal maps, also conditioned on the novel 2D object. Finally, these outputs are used to reconstruct a complete and novel 3D model. Extensive experiments demonstrate the effectiveness of our method, yielding impressive 3D creations.

Chuhang Ma, Shuai Tan 0002, Junjie Wei, Ye Pan

Recent advancements in one-shot head avatar generation and animation have garnered significant attention. However, previous works primarily focus on maintaining consistency in expression and pose between the output and driving images, with limited exploration of two crucial factors: emotion and style. In this paper, we introduce GOES, an 3D Gaussian based One-shot head animation framework for any Emotion and any Style. To achieve low rendering consumption and high reenactment speeds, we incorporate 3D Gaussian techniques into our method. Compared to controlling facial emotions with a single label, using an image as the emotion source enables more precise and fine-grained emotional expression modeling. To accurately extract emotion features from any given image, we design an efficient emotion encoder. Based on this module, we employ a deformation predictor to achieve the emotion-driven deformation of facial 3D points. Regarding stylization, directly using style features to control the deformation of 3D Gaussian parameters results in global color changes. However, facial stylization requires region-specific color transformations. To address this, we propose a Global-to-Point mapping network, which maps the global style feature to each 3D Gaussian points. This module enables precise local style adaptation across different regions of the head avatar. Experimental results demonstrate that our approach outperforms existing methods in terms of facial reconstruction quality and expression accuracy, while also supporting customization of arbitrary emotions and styles.

Yuxuan Xiong, Ye Chen 0006, Yue Shi, Zhangli Hu, Bingbing Ni

Current 3D generation methods struggle to balance quality, efficiency, and controllability. This work introduces a collaborative 3D representation framework that leverages a proxy mesh as an intermediate representation. On the one hand, the proxy mesh establishes structural associations with the skeleton, guiding the generation of skeleton bindings that better align with target shape characteristics. On the other hand, it enables adaptive Gaussian sampling in the shape space for efficient rendering. Through the multi-level dependencies and collaboration among skeleton, proxy mesh, and 2DGS, image gradients obtained from diffusion models via the SDS method can synchronously and differentiably update the parameters of Gaussians, mesh shapes, and skeletons. This enables efficient generation of high-quality, editable, and driveable assets (with skeleton binding) under user-specified instructions. The proposed framework demonstrates its efficiency, high fidelity, and precise binding results in 3D rigged asset generation tasks.

Yusen Wang 0002, Huan Zhou, Yu Jiang 0007, Chunxia Xiao

We propose GSAPro, a Gaussian Splatting based 3D surface reconstruction framework that exhibits robustness across diverse scales of scenes. Previous research has leveraged photometric consistency constraints or prior information as guidance to enhance the reconstruction accuracy. However, error estimation and noise inevitably exist in these priors. Applying a strict geometric filter removes a large amount of reliable information, resulting in a deterioration of the quality of guided reconstruction. Regarding possible errors in the initial guidance, GSAPro can continuously improve the accuracy of the guidance through a joint optimization strategy. The Gaussian Branch integrates reliable geometric and color constraints, thus providing more accurate geometric parameters for the Prior Branch compared to its current state guidance parameters. The Prior Branch, through photometric selection and propagation, obtains more accurate geometric parameters from the state geometric parameters and rendered parameters. Then GSAPro uses these parameters to guide the optimization of the Gaussian Branch. Regarding the problem of noise existing in the guidance, we train the Semantic Aware Module to predict the noise by utilizing the image information, thus improving the accuracy. Moreover, we also introduce a Distillation Module to mitigate the excessive splitting of Gaussians that is caused by the implementation of additional constraints. Experiments demonstrate that our method exhibits SOTA performance and has stronger robustness against scenes of different scales.

Shucheng Gong, Lingzhe Zhao, Wenpu Li, Hong Xie 0002, Yin Zhang, Shiyu Zhao 0002, Peidong Liu 0001

Photo-realistic novel view synthesis from multi-view images, such as neural radiance field (NeRF) and 3D Gaussian Splatting (3DGS), has gained significant attention for its superior performance. However, most existing methods rely on low dynamic range (LDR) images, limiting their ability to capture detailed scenes in high-contrast environments. While some prior works address high dynamic range (HDR) scene reconstruction, they typically require multi-view sharp images with varying exposure times captured at fixed camera positions-a process that is time-consuming and impractical. To make data acquisition more flexible, we propose Casual3DHDR, a robust one-stage method that reconstructs 3D HDR scenes from casually-captured auto-exposure (AE) videos, even under severe motion blur and unknown, varying exposure times. Our approach integrates a continuous camera trajectory into a unified physical imaging model, jointly optimizing exposure times, camera poses, and the camera response function (CRF). Extensive experiments on synthetic and real-world datasets demonstrate that Casual3DHDR outperforms existing methods in robustness and rendering quality.

Beizhen Zhao, Yifan Zhou, Sicheng Yu, Zijian Wang, Hao Wang 0094

3D Gaussian Splatting (3DGS) has revolutionized 3D scene reconstruction, which effectively balances rendering quality, efficiency, and speed. However, existing 3DGS approaches usually generate plausible outputs and face significant challenges in complex scene reconstruction, manifesting as incomplete holistic structural outlines and unclear local lighting effects. To address these issues simultaneously, we propose a novel decoupled optimization framework, which integrates wavelet decomposition into 3D Gaussian Splatting and 2D sampling. Technically, through 3D wavelet decomposition, our approach divides point clouds into high-frequency and low-frequency components, enabling targeted optimization for each. The low-frequency component captures global structural outlines and manages the distribution of Gaussians through voxelization. In contrast, the high-frequency component restores intricate geometric and textural details while incorporating a relight module to mitigate lighting artifacts and enhance photorealistic rendering. Additionally, a 2D wavelet decomposition is applied to the training images, simulating radiance variations. This provides critical guidance for high-frequency detail reconstruction, ensuring seamless integration of details with the global structure. Extensive experiments on challenging datasets demonstrate our method achieves state-of-the-art performance across various metrics, surpassing existing approaches and advancing the field of 3D scene reconstruction.

Youchen Xie, Chen Li 0035, Sheng Qiu, Zhi-Jun Wang, Chenhui Li 0001, Yibo Zhao 0001, Zan Gao 0001, Changbo Wang

Dynamic fluid scene reconstruction remains challenging in multimedia applications and digital content creation due to complex motions and changing topology. While Neural Radiance Fields (NeRF) methods are computationally expensive and 3D Gaussian Splatting (3DGS) approaches struggle with fluid phenomena, we propose Fluid-GS, a flexible, efficient end-to-end framework for sparse-view fluid reconstruction that tightly couples density field modeling with velocity estimation via differentiable advection. Our key innovation is a hybrid Lagrangian-Eulerian Gaussian primitive representation that combines the rendering efficiency of 3DGS with physically-accurate fluid motion tracking on Eulerian grid, that enables us to formulate physics-informed constraints derived from Navier-Stokes equations, enforcing temporal coherence and fluid incompressibility. Moreover, to address the inherent challenges of sparse-view reconstruction, we introduce a fluid-specific Gaussian kernel constraint that preserves the spatial characteristics of fluid phenomena, and dynamically adjusts the anisotropic kernel of Gaussian primitives based on local velocity fields, preventing non-physical artifacts. Extensive experiments demonstrate that our approach significantly outperforms state-of-the-art methods in both reconstruction quality and computational efficiency.

Mingyang Ding, Zhan Wang, Jiachen Wang, Tingting Han 0003, Xinyuan Hu, Jiajun Ding, Min Tan 0005, Zhenzhong Kuang

Recent advances in 4D Gaussian Splatting have boosted dynamic scene reconstruction and real-time rendering. However, current methods remain retrospective, lacking the ability to forecast future states-limiting their utility in tasks like autonomous navigation and robotics. To address these limitations, we propose FutureGS, a novel Gaussian-based dynamic scene representation framework tailored for continuous 3D future scene prediction and view synthesis. FutureGS introduces a dual-domain decoupled representation, consisting of a static 3D Gaussian base to maintain spatial consistency and a dynamic deformation field to explicitly model temporal motion evolution. To capture long-range dependencies and complex motion dynamics, we design a multi-window collaborative prediction strategy that leverages a sliding temporal window and a bidirectional LSTM-based temporal encoder for robust future motion estimation. Furthermore, we propose a KNN-based local rigidity-aware fusion mechanism, which adaptively regulates the prediction consistency based on local deformation intensity, enhancing the geometric stability and physical plausibility of future scenes. Extensive experiments on standard dynamic scene benchmarks, including D-NeRF and NeRF-DS, demonstrate that FutureGS achieves superior performance in terms of visual fidelity and spatiotemporal consistency, enabling real-time and photorealistic rendering from arbitrary viewpoints at future time steps.

Haocheng Tang, Ruoke Yan, Xinhui Yin, Qi Zhang 0042, Xinfeng Zhang 0001, Siwei Ma 0001, Wen Gao 0001, Chuanmin Jia

Recent advances in 3D Gaussian Splatting (3DGS) have enabled fast, photorealistic rendering of dynamic 3D scenes, showing strong potential in immersive communication. However, in digital human encoding and transmission, the compression methods based on general 3DGS representations are limited by the lack of human priors, resulting in suboptimal bitrate efficiency and reconstruction quality at the decoder side, which hinders their application in streamable 3D avatar systems. We propose HGC-Avatar, a novel Hierarchical Gaussian Compression framework designed for efficient transmission and high-quality rendering of dynamic avatars. Our method disentangles the Gaussian representation into a structural layer, which maps poses to Gaussians via a StyleUNet-based generator, and a motion layer, which leverages the SMPL-X model to represent temporal pose variations compactly and semantically. This hierarchical design supports layer-wise compression, progressive decoding, and controllable rendering from diverse pose inputs such as video sequences or text. Since people are most concerned with facial realism, we incorporate a facial attention mechanism during StyleUNet training to preserve identity and expression details under low-bitrate constraints. Experimental results demonstrate that HGC-Avatar provides a streamable solution for rapid 3D avatar rendering, while significantly outperforming prior methods in both visual quality and compression efficiency.

Giovanni Zanin, Ritujoy Biswas, Pietro Morerio, Sylvio Barbon Junior, Alberto Carini, Alessio Del Bue, Vittorio Murino

Evolving multimedia systems are increasingly being adopted in virtual reality and gaming applications. Such systems emphasize immersion to engage users by bridging the gap between real and virtual content. In this context, visual and acoustic stimuli are the two key media that dictate such immersion. While visual 3D rendering is advancing rapidly, the same is not true for audio, where most research is limited to the reconstruction of the room impulse response (RIR) using omnidirectional audio or, at best, binaural. Such methods do not adequately account for the directions and orientations of the acoustic signals with respect to either the source or the listener, thereby compromising immersion quality. In this work, we explore the effect of adding such ''directionality'' to the training data to improve the estimation of the room's acoustic parameters. A more accurate set of such parameters implies in fact a more realistic predicted RIR, leading to a more immersive experience of the acoustic scene. Specifically, we propose a novel framework driven by a suitable loss function to account for directionality in ambisonic microphones, and novel variants of loss functions for both omnidirectional and ambisonic cases. We also propose to account for microphone characteristics and their contribution to the predicted RIRs. Experiments were performed using two datasets of real recordings and the results established the efficacy of the proposed methods.

Jingjun Yi, Qi Bi, Hao Zheng 0008, Huimin Huang 0002, Haolan Zhan, Yixian Shen, Wei Ji 0011, Yawen Huang, Yuexiang Li, Xian Wu 0001 等

Underwater scenes present significant challenges for modern 3D scene reconstruction techniques due to absorption, in-scattering, and out-scattering effects, which alter light transport and degrade reconstruction quality, especially under sparse-view conditions. We present AtlantisGS, a novel underwater scene reconstruction method, which only requires sparse-view inputs. It incorporates a scattering decomposition method that separates medium and object contributions during rendering, and a sparse Gaussian proliferation strategy that adaptively densifies the scene representation to improve structural accuracy. These components jointly enhance both geometric reconstruction and medium modeling, enabling accurate and efficient scene recovery with limited observations. Extensive experiments on real-world underwater datasets demonstrate that AtlantisGS outperforms existing NeRF- and 3DGS-based methods across various metrics. AtlantisGS achieves higher reconstruction fidelity with significantly fewer input views and real-time rendering capability. These results establish AtlantisGS as an effective solution for sparse-view underwater 3D scene reconstruction.

Kailong Yu, Liyuan Pan, Liu Liu 0009, Wei Liang 0008

Image de-reflection is a critical task in computer vision. Existing methods for de-reflection using monocular cameras face challenges due to the lack of depth cues to separate the transmission and reflection layers, particularly under strong illumination or multi-layer reflection scenarios. Although recent advances, such as 3D Gaussian Splatting (3DGS), utilize novel view-synthesis capabilities to separate transmitted and reflected layers, they still encounter difficulties in practice with monocular images. In this paper, we simplify the de-reflection task by combining dual-pixel (DP) technology with 3DGS, forming the first unsupervised de-reflection framework. Specifically, we propose the Dual-View Coordinated Reflection Removal (DCRR) Framework, which integrates depth cues from DP sensors with the rendering capabilities of 3DGS. The DCRR utilizes a dual-view approach that estimates the image transmission layer and opacity via differentiable rasterization with 3DGS and reconstructs the reflection layer through a lightweight multi-layer perceptron. We then present the Dual-Pixel-Driven Reflection Gaussian Pruning (DPRGP) to refine the separation process. By using the physical properties of DP sensors, DCRR achieves significant accuracy improvements in complex reflection scenarios. A real-world DP-based dataset that includes paired reflection/reflection-free images has been collected. Extensive experiments demonstrate our competitive performance compared to state-of-the-art de-reflection approaches.

Seonghwa Choi, Moonkyeong Choi, Mingyu Jang, Jaekyung Kim, Jianfei Cai 0001, Wen-Huang Cheng, Sanghoon Lee 0001

Modeling relightable and animatable human avatars from monocular video is a long-standing and challenging task. Recently, Neural Radiance Field (NeRF) and 3D Gaussian Splatting (3DGS) methods have been employed to reconstruct the avatars. However, they often produce unsatisfactory photo-realistic results because of insufficient geometrical details related to body motion, such as clothing wrinkles. In this paper, we propose a 3DGS-based human avatar modeling framework, termed as Relightable and Dynamic Gaussian Avatar (RnD-Avatar), that presents accurate pose-variant deformation for high-fidelity geometrical details. To achieve this, we introduce dynamic skinning weights that define the human avatar's articulation based on pose while also learning additional deformations induced by body motion. We also introduce a novel regularization to capture fine geometric details under sparse visual cues. Furthermore, we present a new multi-view dataset with varied lighting conditions to evaluate relight. Our framework enables realistic rendering of novel poses and views while supporting photo-realistic lighting effects under arbitrary lighting conditions. Our method achieves state-of-the-art performance in novel view synthesis, novel pose rendering, and relighting.

Mingwei Li, Pu Pang, Hehe Fan, Hua Huang 0001, Yi Yang 0001

Reconstructing transparent surfaces is essential for tasks such as robotic manipulation in labs, yet it poses a significant challenge for 3D reconstruction techniques like 3D Gaussian Splatting (3DGS). These methods often encounter a transparency-depth dilemma, where the pursuit of photorealistic rendering through standard α-blending undermines geometric precision, resulting in considerable depth estimation errors for transparent materials. To address this issue, we introduce Transparent Surface Gaussian Splatting (TSGS), a new framework that separates geometry learning from appearance refinement. In the geometry learning stage, TSGS focuses on geometry by using specular-suppressed inputs to accurately represent surfaces. In the second stage, TSGS improves visual fidelity through anisotropic specular modeling, crucially maintaining the established opacity to ensure geometric accuracy. To enhance depth inference, TSGS employs a first-surface depth extraction method. This technique uses a sliding window over α-blending weights to pinpoint the most likely surface location and calculates a robust weighted average depth. To evaluate the transparent surface reconstruction task under realistic conditions, we collect a TransLab dataset that includes complex transparent laboratory glassware. Extensive experiments on TransLab show that TSGS achieves accurate geometric reconstruction and realistic rendering of transparent objects simultaneously within the efficient 3DGS framework. Specifically, TSGS significantly surpasses current leading methods, achieving a 37.3% reduction in chamfer distance and an 8.0% improvement in F1 score compared to the top baseline. Additionally, TSGS maintains high-quality novel view synthesis, evidenced by a 0.41dB gain in PSNR, demonstrating that TSGS overcomes the transparency-depth dilemma. The code and dataset are available at https://longxiang-ai.github.io/TSGS/.

Xiaohang Zhang, Hui Gao 0002, Bo Zhang 0032, Xiao Chen, Kun Niu, Tan Yang, Wufan Wang, Wendong Wang 0003

Three-dimensional (3D) mapping is vital in modern remote sensing. Satellites provide map data but are limited by cloud cover, especially during natural disasters (e.g., earthquakes, tsunamis), where rapid response is crucial and damaged infrastructure often renders digital maps unusable. Although Unmanned Aerial Vehicles (UAVs) present a viable alternative, the generation of precise 3D maps using monocular camera systems remains technically challenging. This work introduces an innovative approach for fast 3D mapping with intelligent trajectory planning. The method employs 2D Gaussian Splatting (2DGS) with block-based parallel optimization, integrating a monocular depth prior, depth filter, and a novel dense gradient strategy to reconstruct 3D maps from 2D images. To address operational reliability, we implement a multi-agent planning system which integrates artificial intelligence generated content (AIGC) models as agents. Each UAV's trajectory is managed by the agents to optimize paths dynamically. Experiments demonstrate the method's superiority in speed and effectiveness, offering a robust solution for disaster response and reconstruction.

Lifeng Lin, Rongfeng Lu, Quan Chen, Haofan Ren, Ming Lu 0002, Yaoqi Sun, Chenggang Yan 0001, Anke Xue

Sparse-view 3D reconstruction is a fundamental yet challenging task in practical 3D reconstruction applications. Recently, many methods based on 3D Gaussian Splatting (3DGS) have been proposed to address sparse-view 3D reconstruction. Although these methods have made considerable advancements, they still show significant issues with overfitting. To reduce the overfitting, we introduce VGNC, a novel Validation-guided Gaussian Number Control approach based on generative novel view synthesis (NVS) models. To the best of our knowledge, this is the first attempt to alleviate the overfitting issue of sparse-view 3DGS with generative validation images. Specifically, we first introduce a validation image generation method based on a generative NVS model. We then propose a Gaussian number control strategy that utilizes generated validation images to determine optimal Gaussian numbers, thereby reducing the issue of overfitting. We conducted detailed experiments on various sparse-view 3DGS baselines and datasets to evaluate the effectiveness of VGNC. Extensive experiments show that our approach not only reduces overfitting but also improves rendering quality on the test set while decreasing the number of Gaussians. This reduction lowers storage demands and accelerates both training and rendering. Our code is available at: https://github.com/LinLif1869/VGNC.

Hao Sun, Fenggen Yu, Huiyao Xu, Tao Zhang 0042, Changqing Zou

Novel view synthesis (NVS) in low-light scenes remains a significant challenge due to degraded inputs characterized by severe noise, low dynamic range (LDR) and unreliable initialization. While recent NeRF-based approaches have shown promising results, most suffer from high computational costs, and some rely on carefully captured or pre-processed data-such as RAW sensor inputs or multi-exposure sequences-which severely limits their practicality. In contrast, 3D Gaussian Splatting (3DGS) enables real-time rendering with competitive visual fidelity; however, existing 3DGS-based methods struggle with low-light sRGB inputs, resulting in unstable Gaussian initialization and ineffective noise suppression. To address these challenges, we propose LL-Gaussian, a novel framework for 3D reconstruction and enhancement from low-light sRGB images, enabling pseudo normal-light novel view synthesis. Our method introduces three key innovations: 1) an end-to-end Low-Light Gaussian Initialization Module (LLGIM) that leverages dense priors from learning-based MVS approach to generate high-quality initial point clouds; 2) a dual-branch Gaussian decomposition model that disentangles intrinsic scene properties (reflectance and illumination) from transient interference, enabling stable and interpretable optimization; 3) an unsupervised optimization strategy guided by both physical constrains and diffusion prior to jointly steer decomposition and enhancement. Additionally, we contribute a challenging dataset collected in extreme low-light environments and demonstrate the effectiveness of LL-Gaussian. Compared to state-of-the-art NeRF-based methods, LL-Gaussian achieves up to 2,000× faster inference and reduces training time to just 2%, while delivering superior reconstruction and rendering quality.

Xuesong Li 0001, Jinguang Tong, Jie Hong, Vivien Rolland, Lars Petersson

Dynamic scene reconstruction from monocular video is essential for real-world applications. We introduce DGNS, a hybrid framework integrating Deformable Gaussian Splatting and Dynamic Neural Surfaces, effectively addressing dynamic novel-view synthesis and 3D geometry reconstruction simultaneously. During training, depth maps generated by the deformable Gaussian splatting module guide the ray sampling for faster processing and provide depth supervision within the dynamic neural surface module to improve geometry reconstruction. Conversely, the dynamic neural surface directs the distribution of Gaussian primitives around the surface, enhancing rendering quality. In addition, we propose a depth-filtering approach to further refine depth supervision. Extensive experiments conducted on public datasets demonstrate that DGNS achieves state-of-the-art performance in 3D reconstruction, along with competitive results in novel-view synthesis.