Reconstructing accurate surfaces with radiance fields has progressed rapidly, yet two promising explicit representations, 3D Gaussian Splatting and sparse-voxel rasterization, exhibit complementary strengths and weaknesses. 3D Gaussian Splatting converges quickly and carries useful geometric priors, but surface fidelity is limited by its point-like parameterization. Sparse-voxel rasterization provides continuous opacity fields and crisp geometry, but its typical uniform dense-grid initialization slows convergence and underutilizes scene structure. We combine the advantages of both by introducing a voxel initialization method that places voxels at plausible locations and with appropriate levels of detail, yielding a strong starting point for per-scene optimization. To further enhance depth consistency without blurring edges, we propose refined depth geometry supervision that converts multi-view cues into direct per-ray depth regularization. Experiments on standard benchmarks demonstrate improvements over prior methods in geometric accuracy, better fine-structure recovery, and more complete surfaces, while maintaining fast convergence.
@article{arxiv.2601.17720,
title = {Advancing Structured Priors for Sparse-Voxel Surface Reconstruction},
author = {Ting-Hsun Chi and Chu-Rong Chen and Chi-Tun Hsu and Hsuan-Ting Lin and Sheng-Yu Huang and Cheng Sun and Yu-Chiang Frank Wang},
journal= {arXiv preprint arXiv:2601.17720},
year = {2026}
}