# Diffusing Winding Gradients (DWG): A Parallel and Scalable Method for 3D Reconstruction from Unoriented Point Clouds

arXiv: https://arxiv.org/abs/2405.13839 · HTML: https://mlsanity.com/paper/2405.13839/

## Key facts

- Cited by 9 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 22 May 2024.

## Built on by (most cited first, 9 of 9)

- [Details Enhancement in Unsigned Distance Field Learning for High-fidelity 3D Surface Reconstruction](https://mlsanity.com/paper/2406.00346/) (2024)
- [GSurf: Learning Signed Distance Fields from Splatting Opaque Gaussians for High-quality 3D Reconstruction](https://mlsanity.com/paper/2411.15723/) (2024)
- [SplatCo: Structure-View Collaborative Gaussian Splatting for Detail-Preserving Rendering of Large-Scale Unbounded Scenes](https://mlsanity.com/paper/2505.17951/) (2025)
- [A Divide-and-Conquer Approach for Global Orientation of Non-Watertight Scene-Level Point Clouds Using 0-1 Integer Optimization](https://mlsanity.com/paper/2505.23469/) (2025)
- [Voronoi-Assisted Optimization for Diffusing Unsigned Distance Fields from Unoriented Points](https://mlsanity.com/paper/2510.12524/) (2025)
- [Self-Supervised Implicit Attention Priors for Point Cloud Reconstruction](https://mlsanity.com/paper/2511.04864/) (2025)
- [EgoFun3D: Modeling Interactive Objects from Egocentric Videos using Function Templates](https://mlsanity.com/paper/2604.11038/) (2026)
- [Joint Orientation and Weight Optimization for Robust Watertight Surface Reconstruction via Dirichlet-Regularized Winding Fields](https://mlsanity.com/paper/2602.13801/) (2026)
- [PrintAnything: Learning an Intermediate Representation for 3D printing G-code Generation](https://mlsanity.com/paper/2607.27729/) (2026)

## Abstract (arXiv)

This paper presents a new method, Diffusing Winding Gradients (DWG), for reconstructing watertight 3D surfaces from unoriented point clouds. Our method exploits the alignment between the gradients of the generalized winding number (GWN) field and globally consistent normals to orient points effectively. Starting with an unoriented point cloud, DWG initially assigns a random normal to each point. It computes the corresponding GWN field and extract a level set whose iso-value is the average GWN values across all input points. The gradients of this level set are then utilized to update the point normals. This cycle of recomputing the GWN field and updating point normals is repeated until the GWN level sets stabilize and their gradients cease to change. Unlike conventional methods, our method does not rely on solving linear systems or optimizing objective functions, which simplifies its implementation and enhances its suitability for efficient parallel execution. Experimental results demonstrate that our method significantly outperforms existing methods in terms of runtime performance. For large-scale models with 10 to 20 million points, our CUDA implementation on an NVIDIA GTX 4090 GPU achieves speeds 30-120 times faster than iPSR, the leading sequential method, tested on a high-end PC with an Intel i9 CPU. Additionally, by employing a screened variant of GWN, DWG demonstrates enhanced robustness against noise and outliers, and proves effective for models with thin structures and real-world inputs with overlapping and misaligned scans. For source code and more details, visit our project webpage: https://dwgtech.github.io/.
