# OmniSDF: Scene Reconstruction using Omnidirectional Signed Distance Functions and Adaptive Binoctrees

arXiv: https://arxiv.org/abs/2404.00678 · HTML: https://mlsanity.com/paper/2404.00678/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 22 of its 35 references that are in the map.
- First posted on arXiv 31 Mar 2024.

## Builds on (most cited first, 22 of 22)

- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [RAFT: Recurrent All-Pairs Field Transforms for Optical Flow](https://mlsanity.com/paper/2003.12039/) (2020)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [NeRF++: Analyzing and Improving Neural Radiance Fields](https://mlsanity.com/paper/2010.07492/) (2020)
- [Block-NeRF: Scalable Large Scene Neural View Synthesis](https://mlsanity.com/paper/2202.05263/) (2022)
- [UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction](https://mlsanity.com/paper/2104.10078/) (2021)
- [Neuralangelo: High-Fidelity Neural Surface Reconstruction](https://mlsanity.com/paper/2306.03092/) (2023)
- [Urban Radiance Fields](https://mlsanity.com/paper/2111.14643/) (2021)
- [NeRF: Neural Radiance Field in 3D Vision: A Comprehensive Review (Updated Post-Gaussian Splatting)](https://mlsanity.com/paper/2210.00379/) (2022)
- [StreetSurf: Extending Multi-view Implicit Surface Reconstruction to Street Views](https://mlsanity.com/paper/2306.04988/) (2023)
- [Delicate Textured Mesh Recovery from NeRF via Adaptive Surface Refinement](https://mlsanity.com/paper/2303.02091/) (2023)
- [Progressively Optimized Local Radiance Fields for Robust View Synthesis](https://mlsanity.com/paper/2303.13791/) (2023)
- [Neural 3D Reconstruction in the Wild](https://mlsanity.com/paper/2205.12955/) (2022)
- [OpenVSLAM: A Versatile Visual SLAM Framework](https://mlsanity.com/paper/1910.01122/) (2019)
- [MatryODShka: Real-time 6DoF Video View Synthesis using Multi-Sphere Images](https://mlsanity.com/paper/2008.06534/) (2020)
- [Vox-Surf: Voxel-based Implicit Surface Representation](https://mlsanity.com/paper/2208.10925/) (2022)
- [Balanced Spherical Grid for Egocentric View Synthesis](https://mlsanity.com/paper/2303.12408/) (2023)

## Built on by (most cited first, 6 of 6)

- [PanSplat: 4K Panorama Synthesis with Feed-Forward Gaussian Splatting](https://mlsanity.com/paper/2412.12096/) (2024)
- [FisheyeDepth: A Real Scale Self-Supervised Depth Estimation Model for Fisheye Camera](https://mlsanity.com/paper/2409.15054/) (2024)
- [EDM: Equirectangular Projection-Oriented Dense Kernelized Feature Matching](https://mlsanity.com/paper/2502.20685/) (2025)
- [IM360: Large-scale Indoor Mapping with 360 Cameras](https://mlsanity.com/paper/2502.12545/) (2025)
- [OB3D: A New Dataset for Benchmarking Omnidirectional 3D Reconstruction Using Blender](https://mlsanity.com/paper/2505.20126/) (2025)
- [Asset-Driven Sematic Reconstruction of Dynamic Scene with Multi-Human-Object Interactions](https://mlsanity.com/paper/2512.00547/) (2025)

## Abstract (arXiv)

We present a method to reconstruct indoor and outdoor static scene geometry and appearance from an omnidirectional video moving in a small circular sweep. This setting is challenging because of the small baseline and large depth ranges, making it difficult to find ray crossings. To better constrain the optimization, we estimate geometry as a signed distance field within a spherical binoctree data structure and use a complementary efficient tree traversal strategy based on a breadth-first search for sampling. Unlike regular grids or trees, the shape of this structure well-matches the camera setting, creating a better memory-quality trade-off. From an initial depth estimate, the binoctree is adaptively subdivided throughout the optimization; previous methods use a fixed depth that leaves the scene undersampled. In comparison with three neural optimization methods and two non-neural methods, ours shows decreased geometry error on average, especially in a detailed scene, while significantly reducing the required number of voxels to represent such details.
