- The paper introduces a curvature-guided optimization framework for 3D Gaussian splatting, achieving enhanced scene rendering fidelity and reduced artifacts.
- It employs robust manifold and varifold-based geometric estimation methods that dynamically integrate first- and second-order priors into the splatting pipeline.
- Empirical evaluations demonstrate significant PSNR improvements on Replica and ICL datasets, validating the method's effectiveness in low-data regimes.
GeoSplat: Geometry-Constrained Gaussian Splatting for Enhanced 3D Scene Rendering
Introduction and Motivation
GeoSplat introduces a geometry-constrained optimization framework for 3D Gaussian splatting, targeting novel view synthesis. The method addresses two major limitations in prior works: (1) the reliance on low-order geometric priors (e.g., normals) and (2) the use of noise-sensitive, static estimation methods for geometric information. GeoSplat leverages both first-order (normals, tangents) and second-order (curvature) geometric quantities, integrating them into all stages of the Gaussian splatting pipeline: initialization, optimization, and densification. The framework is supported by robust, efficient estimation methods based on local manifold and varifold structures, enabling dynamic geometric priors throughout training.
Geometry-Constrained Optimization Framework
GeoSplat regularizes the entire Gaussian splatting pipeline using geometric information:
Noise-Robust Geometric Estimation
GeoSplat employs two complementary estimation strategies for geometric priors:
- Manifold-Based Estimation: Assumes local smoothness and computes tangent spaces and principal curvatures via eigendecomposition of kernel matrices derived from local neighborhoods. The approach leverages Laplacian-based Monte Carlo approximations for efficient operator estimation, supporting dynamic updates as the primitive cloud evolves.
- Varifold-Based Estimation: Utilizes weak second fundamental form (WSFF) matrices for curvature estimation, free from smoothness assumptions. This method is robust to sparsity and noise, directly operating on discrete primitive locations and tangent projections.
Both methods scale efficiently to millions of primitives, enabling periodic updates of geometric priors during training with minimal computational overhead.
Empirical Evaluation
GeoSplat is evaluated on Replica and ICL datasets for novel view synthesis, compared against baselines including 3DGS, GeoGaussian, LightGS, and others. Metrics include PSNR, SSIM, and LPIPS.






Figure 3: Ground Truth (Case 1).


Figure 4: Baseline: 3DGS.






Figure 5: Ground Truth (Case 1).





Figure 6: Ground Truth (Case 1).





Figure 7: Ground Truth (Case 1).
Ablation Studies
Systematic ablations confirm the necessity of each geometric regularization component. Removing curvature-guided initialization, upsampling, truncated gradient updates, or shape regularization consistently degrades performance (e.g., PSNR drops by up to 1.07% on Replica R0 without shape regularization). Using MAC instead of mean curvature for flat-area identification yields superior upsampling results.
Theoretical and Practical Implications
GeoSplat demonstrates that incorporating high-order geometric priors (curvature) into Gaussian splatting yields measurable improvements in rendering fidelity, especially under data scarcity. The framework's robust estimation methods enable dynamic adaptation to evolving scene geometry, overcoming the limitations of static, noise-sensitive priors. The approach is compatible with existing low-order regularizations and can be integrated into other splatting-based pipelines.
From a theoretical perspective, the work bridges differential geometry and geometric measure theory (varifold) with practical 3D scene representation, providing analytical tools for curvature estimation in discrete settings. The use of MAC as a flatness criterion and the explicit covariance initialization formulas are notable contributions.
Future Directions
Potential extensions include:
- Integration with neural radiance field methods for hybrid representations.
- Application to non-smooth or highly non-manifold scenes using varifold-based priors.
- Exploration of higher-order geometric regularizations (e.g., torsion) and their impact on rendering.
- Real-time adaptation of geometric priors for online SLAM and dynamic scene reconstruction.
Conclusion
GeoSplat establishes a comprehensive geometry-constrained framework for 3D Gaussian splatting, leveraging both first- and second-order geometric information for improved scene coverage, artifact reduction, and rendering quality. The method's robust, efficient estimation strategies and dynamic regularization mechanisms set a new standard for geometry-aware scene synthesis, with strong empirical results and broad applicability to future 3D vision systems.