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Resolution Where It Counts: Hash-based GPU-Accelerated 3D Reconstruction via Variance-Adaptive Voxel Grids

Published: November 26, 2025 | arXiv ID: 2511.21459v1

By: Lorenzo De Rebotti , Emanuele Giacomini , Giorgio Grisetti and more

Potential Business Impact:

Creates detailed 3D shapes faster and with less memory.

Business Areas:
3D Technology Hardware, Software

Efficient and scalable 3D surface reconstruction from range data remains a core challenge in computer graphics and vision, particularly in real-time and resource-constrained scenarios. Traditional volumetric methods based on fixed-resolution voxel grids or hierarchical structures like octrees often suffer from memory inefficiency, computational overhead, and a lack of GPU support. We propose a novel variance-adaptive, multi-resolution voxel grid that dynamically adjusts voxel size based on the local variance of signed distance field (SDF) observations. Unlike prior multi-resolution approaches that rely on recursive octree structures, our method leverages a flat spatial hash table to store all voxel blocks, supporting constant-time access and full GPU parallelism. This design enables high memory efficiency and real-time scalability. We further demonstrate how our representation supports GPU-accelerated rendering through a parallel quad-tree structure for Gaussian Splatting, enabling effective control over splat density. Our open-source CUDA/C++ implementation achieves up to 13x speedup and 4x lower memory usage compared to fixed-resolution baselines, while maintaining on par results in terms of reconstruction accuracy, offering a practical and extensible solution for high-performance 3D reconstruction.

Country of Origin
🇮🇹 Italy

Page Count
16 pages

Category
Computer Science:
Graphics