# GSM-GS: Geometry-Constrained Single and Multi-view Gaussian Splatting for Surface Reconstruction

arXiv: https://arxiv.org/abs/2602.12796 · HTML: https://mlsanity.com/paper/2602.12796/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 37 of its 55 references that are in the map.
- First posted on arXiv 13 Feb 2026.

## Builds on (most cited first, 30 of 37)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [BARF: Bundle-Adjusting Neural Radiance Fields](https://mlsanity.com/paper/2104.06405/) (2021)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Neuralangelo: High-Fidelity Neural Surface Reconstruction](https://mlsanity.com/paper/2306.03092/) (2023)
- [Cascade Cost Volume for High-Resolution Multi-View Stereo and Stereo Matching](https://mlsanity.com/paper/1912.06378/) (2019)
- [PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction](https://mlsanity.com/paper/2406.06521/) (2024)
- [DNGaussian: Optimizing Sparse-View 3D Gaussian Radiance Fields with Global-Local Depth Normalization](https://mlsanity.com/paper/2403.06912/) (2024)
- [GaussianDreamer: Fast Generation from Text to 3D Gaussians by Bridging 2D and 3D Diffusion Models](https://mlsanity.com/paper/2310.08529/) (2023)
- [Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes](https://mlsanity.com/paper/2404.10772/) (2024)
- [BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Rendering](https://mlsanity.com/paper/2112.05504/) (2021)
- [GS-IR: 3D Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2311.16473/) (2023)
- [BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis](https://mlsanity.com/paper/2302.14859/) (2023)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshing](https://mlsanity.com/paper/2403.17822/) (2024)
- [TransMVSNet: Global Context-aware Multi-view Stereo Network with Transformers](https://mlsanity.com/paper/2111.14600/) (2021)
- [RaDe-GS: Rasterizing Depth in Gaussian Splatting](https://mlsanity.com/paper/2406.01467/) (2024)
- [PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting](https://mlsanity.com/paper/2406.10219/) (2024)
- [AbsGS: Recovering Fine Details for 3D Gaussian Splatting](https://mlsanity.com/paper/2404.10484/) (2024)
- [FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality](https://mlsanity.com/paper/2103.16365/) (2021)
- [GeoGaussian: Geometry-aware Gaussian Splatting for Scene Rendering](https://mlsanity.com/paper/2403.11324/) (2024)
- [Mesh-based Gaussian Splatting for Real-time Large-scale Deformation](https://mlsanity.com/paper/2402.04796/) (2024)
- [DC-Gaussian: Improving 3D Gaussian Splatting for Reflective Dash Cam Videos](https://mlsanity.com/paper/2405.17705/) (2024)
- [Textured-GS: Gaussian Splatting with Spatially Defined Color and Opacity](https://mlsanity.com/paper/2407.09733/) (2024)

## Abstract (arXiv)

Recently, 3D Gaussian Splatting has emerged as a prominent research direction owing to its ultrarapid training speed and high-fidelity rendering capabilities. However, the unstructured and irregular nature of Gaussian point clouds poses challenges to reconstruction accuracy. This limitation frequently causes high-frequency detail loss in complex surface microstructures when relying solely on routine strategies. To address this limitation, we propose GSM-GS: a synergistic optimization framework integrating single-view adaptive sub-region weighting constraints and multi-view spatial structure refinement. For single-view optimization, we leverage image gradient features to partition scenes into texture-rich and texture-less sub-regions. The reconstruction quality is enhanced through adaptive filtering mechanisms guided by depth discrepancy features. This preserves high-weight regions while implementing a dual-branch constraint strategy tailored to regional texture variations, thereby improving geometric detail characterization. For multi-view optimization, we introduce a geometry-guided cross-view point cloud association method combined with a dynamic weight sampling strategy. This constructs 3D structural normal constraints across adjacent point cloud frames, effectively reinforcing multi-view consistency and reconstruction fidelity. Extensive experiments on public datasets demonstrate that our method achieves both competitive rendering quality and geometric reconstruction. See our interactive project page
