Robust and High-Fidelity 3D Gaussian Splatting: Fusing Pose Priors and Geometry Constraints for Texture-Deficient Outdoor Scenes
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Abstract (arXiv)
3D Gaussian Splatting (3DGS) has emerged as a key rendering pipeline for digital asset creation due to its balance between efficiency and visual quality. To address the issues of unstable pose estimation and scene representation distortion caused by geometric texture inconsistency in large outdoor scenes with weak or repetitive textures, we approach the problem from two aspects: pose estimation and scene representation. For pose estimation, we leverage LiDAR-IMU Odometry to provide prior poses for cameras in large-scale environments. These prior pose constraints are incorporated into COLMAP's triangulation process, with pose optimization performed via bundle adjustment. Ensuring consistency between pixel data association and prior poses helps maintain both robustness and accuracy. For scene representation, we introduce normal vector constraints and effective rank regularization to enforce consistency in the direction and shape of Gaussian primitives. These constraints are jointly optimized with the existing photometric loss to enhance the map quality. We evaluate our approach using both public and self-collected datasets. In terms of pose optimization, our method requires only one-third of the time while maintaining accuracy and robustness across both datasets. In terms of scene representation, the results show that our method significantly outperforms conventional 3DGS pipelines. Notably, on self-collected datasets characterized by weak or repetitive textures, our approach demonstrates enhanced visualization capabilities and achieves superior overall performance. Codes and data will be publicly available at https://github.com/justinyeah/normal_shape.git.
Key facts. Cited by 2 papers in the map (data through 14 Oct 2026). Builds on 35 of its 40 references that are in the map. First posted on arXiv 10 Nov 2025.
Builds on
35 of 40 references.
References · 35
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23 more
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Citing papers per year: 2026: 2.
2 papers.