Combining Signed Distance Fields with Gaussian Splats for Seamless Reconstruction
Daniel Skaale
Research Paper
November 2025
I present SDF-Splats, a novel hybrid approach that combines explicit Gaussian Splat primitives with implicit Signed Distance Field representations to address the fundamental gap-filling problem in 3D Gaussian Splatting. Traditional Gaussian Splatting excels at representing captured surfaces but suffers from visible holes in under-sampled regions, transparency artifacts, and inability to extrapolate beyond captured views.
My method constructs a sparse volumetric SDF by sampling the implicit geometry encoded within the Gaussian distribution field, then employs GPU-accelerated raymarching to fill detected gaps seamlessly. The key innovation is a dual-representation strategy: explicit splats for high-frequency detail and implicit SDF for robust gap filling. This hybrid approach achieves visually seamless reconstruction at 30-60 FPS while maintaining the memory efficiency of traditional Gaussian Splatting.
I demonstrate that by treating the Gaussian field as a continuous density function and constructing local SDFs on-demand, I can interpolate missing geometry with correct depth ordering, proper lighting response, and minimal visual discontinuity. My method requires no preprocessing or neural network inference, making it suitable for real-time applications including VR, architectural visualization, and interactive scene exploration.
KEYWORDS
Signed Distance Fields · Gaussian Splatting · Raymarching · Gap Filling · Volumetric Rendering · Hybrid Representation
3D Gaussian Splatting [Kerbl et al. 2023] has revolutionized real-time radiance field rendering through its explicit representation of scenes as anisotropic 3D Gaussians. However, this explicit nature creates inherent limitations:
Traditional solutions include increasing splat count (memory expensive), adjusting opacity scaling (causes over-blur), or post-processing inpainting (breaks real-time performance). None address the fundamental issue: Gaussian Splatting lacks a continuous implicit representation for unsampled regions.
Signed Distance Fields (SDFs) represent geometry as an implicit function \( f(\mathbf{p}) \) that returns the shortest distance from point \( \mathbf{p} \) to the nearest surface. SDFs provide:
The challenge: traditional SDF construction requires dense volumetric grids (memory intensive) or neural networks (too slow for real-time). My insight is that the Gaussian field itself implicitly encodes an SDF through its density distribution.
I introduce a hybrid Gaussian-SDF system with:
A 3D Gaussian Splat \( i \) is defined by position \( \boldsymbol{\mu}_i \), covariance matrix \( \boldsymbol{\Sigma}_i \), and opacity \( \alpha_i \). The contribution at point \( \mathbf{p} \) is:
\( G_i(\mathbf{p}) = \alpha_i \cdot \exp\left(-\frac{1}{2}(\mathbf{p} - \boldsymbol{\mu}_i)^T \boldsymbol{\Sigma}_i^{-1} (\mathbf{p} - \boldsymbol{\mu}_i)\right) \)
The total density field is the weighted accumulation of all nearby Gaussians:
\( \rho(\mathbf{p}) = \sum_{i \in N(\mathbf{p})} w_i \cdot G_i(\mathbf{p}) \)
where \( N(\mathbf{p}) \) = spatially nearby splats, \( w_i \) = weighting factor
I convert density field \( \rho(\mathbf{p}) \) to a signed distance approximation. The key insight: high density regions represent surfaces. I define an iso-surface threshold \( \tau \) and construct:
\( d_{SDF}(\mathbf{p}) = \begin{cases} -|\rho(\mathbf{p}) - \tau| & \text{if } \rho(\mathbf{p}) > \tau \\ |\rho(\mathbf{p}) - \tau| & \text{if } \rho(\mathbf{p}) \leq \tau \end{cases} \)
• Negative values = inside surface (high density)
• Positive values = outside surface (low density)
• Zero crossing = actual surface
Practical Approximation: For real-time performance, I use a simplified distance metric based on Gaussian kernel radius and accumulated weights rather than full inverse covariance computation.
Given ray origin \( \mathbf{o} \) and direction \( \mathbf{d} \), I march along the ray using the SDF to guide step sizes:
Algorithm 1: SDF Sphere Tracing
t = t_start
for i = 1 to MAX_STEPS do
p = o + t·d
dist = d_SDF(p)
if |dist| < EPSILON then
return p // Hit surface
end if
if t > t_max then
return ∅ // Miss
end if
t = t + |dist| · safety_factor
end for
return ∅ // Max iterations
The safety factor (typically 0.7-0.9) prevents over-stepping near surfaces. The key advantage: step size automatically adjusts—large steps in empty space, small steps near surfaces.
I employ a screen-space gap detector before invoking expensive raymarching:
\( \text{isGap}(\mathbf{p}_{screen}) = \alpha_{acc} < \alpha_{threshold} \land \nabla\alpha > \delta_{gradient} \)
• \( \alpha_{acc} \) = accumulated splat alpha at pixel
• \( \alpha_{threshold} \) = low coverage threshold (typically 0.1-0.3)
• \( \nabla\alpha \) = alpha gradient (detects boundaries)
• \( \delta_{gradient} \) = gradient threshold for edge detection
This dual criterion ensures I only raymarch in genuine gaps (low alpha) that represent scene boundaries (high gradient), avoiding wasted computation in empty background or well-covered regions.
Naively sampling all splats for each raymarch step is O(N·M) where N = splat count, M = raymarch steps. For real-time performance, I employ:
Hierarchical Grid Structure
This reduces sampling complexity to O(K·M) where K = average splats per cell (typically 10-50). The grid is rebuilt each frame on GPU using atomic operations for dynamic scene support.
The fragment shader dispatches one ray per detected gap pixel:
Algorithm 2: GPU Gap-Fill Raymarcher
// Per-pixel fragment shader
float4 fragColor = splatColor(screenUV);
if (isGap(fragColor.a, screenUV)) {
// Raymarch to fill gap
float3 rayOrigin = cameraPos;
float3 rayDir = normalize(worldPos - cameraPos);
float t = startDist;
float3 hitColor = float3(0,0,0);
float hitAlpha = 0;
[loop]
for (int i = 0; i < maxSteps; i++) {
float3 p = rayOrigin + t * rayDir;
// Sample Gaussian field density
float density = sampleGaussianField(p);
float dist = densityToSDF(density, threshold);
if (abs(dist) < epsilon) {
// Hit surface - compute color
float3 normal = computeSDFGradient(p);
hitColor = sampleSplatColor(p, normal);
hitAlpha = saturate(density / threshold);
break;
}
t += abs(dist) * 0.8; // Safety factor
if (t > maxDist) break;
}
// Blend raymarch result with splats
fragColor.rgb = fragColor.rgb + hitColor * hitAlpha * (1 - fragColor.a);
fragColor.a = fragColor.a + hitAlpha * (1 - fragColor.a);
}
return fragColor;
The critical function sampleGaussianField(p) accumulates contributions from nearby splats:
\( \rho(\mathbf{p}) = \sum_{i \in \text{cell}(\mathbf{p})} \alpha_i \cdot \exp\left(-\frac{\|\mathbf{p} - \boldsymbol{\mu}_i\|^2}{2\sigma_i^2}\right) \)
Optimizations:
Once a surface hit is found, I estimate the normal using central differences on the SDF:
\( \mathbf{n} = \text{normalize}\left(\begin{bmatrix} d_{SDF}(\mathbf{p} + \epsilon\mathbf{x}) - d_{SDF}(\mathbf{p} - \epsilon\mathbf{x}) \\ d_{SDF}(\mathbf{p} + \epsilon\mathbf{y}) - d_{SDF}(\mathbf{p} - \epsilon\mathbf{y}) \\ d_{SDF}(\mathbf{p} + \epsilon\mathbf{z}) - d_{SDF}(\mathbf{p} - \epsilon\mathbf{z}) \end{bmatrix}\right) \)
This provides accurate normals for lighting calculation without storing explicit surface data. The epsilon is typically 0.001-0.01 depending on scene scale.
The raymarch overhead depends on gap coverage percentage and raymarch parameters:
Table 1: Per-Pixel Raymarch Cost
| Operation | Instructions | Bottleneck |
|---|---|---|
| Gap detection | ~5 | Alpha gradient computation |
| Ray setup | ~8 | World position transform |
| Per step: field sample | 15-50 | Gaussian evaluation loop |
| Per step: SDF evaluation | ~5 | Distance computation |
| Normal computation | ~30 | 6 field samples (central diff) |
| Color sampling | ~20 | Lighting calculation |
Worst case: 8 steps × 50 instructions + overhead ≈ 450 instructions per gap pixel
Typical case: 3-5 steps × 20 instructions + overhead ≈ 100-150 instructions per gap pixel
Table 2: Memory Requirements
| Structure | Size (2M splats) | Purpose |
|---|---|---|
| Spatial grid (64³) | ~4 MB | Cell → splat indices |
| Sorted splat indices | ~8 MB | Depth-sorted rendering |
| Original splat data | ~200 MB | Position, color, covariance |
| Total overhead | ~12 MB (6%) | SDF structures |
Tested on NVIDIA RTX 3080, 1920×1080, 2M splats, 15% gap coverage:
Table 3: Frame Time Breakdown
| Configuration | FPS | Raymarch Time | Notes |
|---|---|---|---|
| Splats only (baseline) | 142 | — | Visible gaps |
| + SDF raymarch (4 steps) | 95 | 3.5 ms | Partial fill |
| + SDF raymarch (8 steps) | 68 | 5.8 ms | Good coverage |
| + SDF raymarch (16 steps) | 42 | 8.2 ms | Excellent quality |
Optimization Strategies: Adaptive step count based on depth complexity, early termination on alpha saturation, checkerboard raymarching with temporal reprojection, and level-of-detail based on distance from camera.
Table 4: Gap-Filling Method Comparison
| Method | Quality | Performance | Memory | Preprocessing |
|---|---|---|---|---|
| Increase splat count | Good | Poor | High | Training time |
| Opacity scaling | Poor | Excellent | None | None |
| Neural inpainting | Excellent | Very poor | Very high | Hours |
| SDF-Splats (ours) | Very good | Good | Low | None |
I presented SDF-Splats, a hybrid explicit-implicit representation that addresses the fundamental gap-filling problem in 3D Gaussian Splatting. By treating the Gaussian field as a continuous density function and constructing on-demand SDFs for raymarching, I achieve seamless reconstruction without preprocessing or neural network inference.
My method demonstrates that combining the strengths of explicit splats (detail, speed) with implicit SDFs (continuity, gap-filling) produces superior results compared to either representation alone. The system maintains real-time performance suitable for interactive applications while significantly improving visual quality in under-sampled regions.
KEY TAKEAWAY
Hybrid explicit-implicit representations unlock real-time gap-free Gaussian Splatting without sacrificing the core benefits of the representation.
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