# HVOFusion: Incremental Mesh Reconstruction Using Hybrid Voxel Octree

arXiv: https://arxiv.org/abs/2404.17974 · HTML: https://mlsanity.com/paper/2404.17974/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 25 of its 44 references that are in the map.
- First posted on arXiv 27 Apr 2024.

## Builds on (most cited first, 25 of 25)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [The Replica Dataset: A Digital Replica of Indoor Spaces](https://mlsanity.com/paper/1906.05797/) (2019)
- [ScanNet++: A High-Fidelity Dataset of 3D Indoor Scenes](https://mlsanity.com/paper/2308.11417/) (2023)
- [Pixel2Mesh: Generating 3D Mesh Models from Single RGB Images](https://mlsanity.com/paper/1804.01654/) (2018)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [NICE-SLAM: Neural Implicit Scalable Encoding for SLAM](https://mlsanity.com/paper/2112.12130/) (2021)
- [iMAP: Implicit Mapping and Positioning in Real-Time](https://mlsanity.com/paper/2103.12352/) (2021)
- [Deep Marching Tetrahedra: a Hybrid Representation for High-Resolution 3D Shape Synthesis](https://mlsanity.com/paper/2111.04276/) (2021)
- [Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning](https://mlsanity.com/paper/1904.01786/) (2019)
- [SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM](https://mlsanity.com/paper/2312.02126/) (2023)
- [Extracting Triangular 3D Models, Materials, and Lighting From Images](https://mlsanity.com/paper/2111.12503/) (2021)
- [ESLAM: Efficient Dense SLAM System Based on Hybrid Representation of Signed Distance Fields](https://mlsanity.com/paper/2211.11704/) (2022)
- [Vox-Fusion: Dense Tracking and Mapping with Voxel-based Neural Implicit Representation](https://mlsanity.com/paper/2210.15858/) (2022)
- [iSDF: Real-Time Neural Signed Distance Fields for Robot Perception](https://mlsanity.com/paper/2204.02296/) (2022)
- [Learning Deformable Tetrahedral Meshes for 3D Reconstruction](https://mlsanity.com/paper/2011.01437/) (2020)
- [Unified Shape and SVBRDF Recovery using Differentiable Monte Carlo Rendering](https://mlsanity.com/paper/2103.15208/) (2021)
- [The Newer College Dataset: Handheld LiDAR, Inertial and Vision with Ground Truth](https://mlsanity.com/paper/2003.05691/) (2020)
- [GO-Surf: Neural Feature Grid Optimization for Fast, High-Fidelity RGB-D Surface Reconstruction](https://mlsanity.com/paper/2206.14735/) (2022)
- [Multi-View Mesh Reconstruction with Neural Deferred Shading](https://mlsanity.com/paper/2212.04386/) (2022)
- [3D Visual Perception for Self-Driving Cars using a Multi-Camera System: Calibration, Mapping, Localization, and Obstacle Detection](https://mlsanity.com/paper/1708.09839/) (2017)
- [SurfelMeshing: Online Surfel-Based Mesh Reconstruction](https://mlsanity.com/paper/1810.00729/) (2018)
- [Voxgraph: Globally Consistent, Volumetric Mapping using Signed Distance Function Submaps](https://mlsanity.com/paper/2004.13154/) (2020)
- [InfiniTAM v3: A Framework for Large-Scale 3D Reconstruction with Loop Closure](https://mlsanity.com/paper/1708.00783/) (2017)
- [iDF-SLAM: End-to-End RGB-D SLAM with Neural Implicit Mapping and Deep Feature Tracking](https://mlsanity.com/paper/2209.07919/) (2022)
- [Explicit Neural Surfaces: Learning Continuous Geometry With Deformation Fields](https://mlsanity.com/paper/2306.02956/) (2023)

## Abstract (arXiv)

Incremental scene reconstruction is essential to the navigation in robotics. Most of the conventional methods typically make use of either TSDF (truncated signed distance functions) volume or neural networks to implicitly represent the surface. Due to the voxel representation or involving with time-consuming sampling, they have difficulty in balancing speed, memory storage, and surface quality. In this paper, we propose a novel hybrid voxel-octree approach to effectively fuse octree with voxel structures so that we can take advantage of both implicit surface and explicit triangular mesh representation. Such sparse structure preserves triangular faces in the leaf nodes and produces partial meshes sequentially for incremental reconstruction. This storage scheme allows us to naturally optimize the mesh in explicit 3D space to achieve higher surface quality. We iteratively deform the mesh towards the target and recovers vertex colors by optimizing a shading model. Experimental results on several datasets show that our proposed approach is capable of quickly and accurately reconstructing a scene with realistic colors.
