3D Reconstruction
How it works
A typical passive pipeline begins with detecting and matching features across images; Structure-from-Motion then estimates camera poses and a sparse point cloud (usually refined by bundle adjustment). Multi-View Stereo densifies geometry into a dense point cloud or depth maps, which are fused into a mesh or other representation. Neural methods (NeRF) learn a continuous volumetric function mapping coordinates and view direction to color and density, rendered via volume rendering; 3D Gaussian Splatting represents a scene as a set of anisotropic Gaussians rasterized in real time. Active methods (structured light, LiDAR, ToF) measure depth directly, skipping feature matching.
Problem solved
Manual 3D modeling is labor-intensive and does not scale to real, complex scenes. 3D reconstruction automates the creation of faithful geometry and appearance models directly from images or measurements, enabling large-scale digital capture of the real world.
Components
Recovers camera poses and a sparse 3D point cloud from matched features across multiple images, usually with global bundle adjustment.
Given known camera poses, computes dense geometry (depth maps or a dense point cloud) that is fused into a surface.
Estimates depth for pixels from stereo/multi-view imagery or directly from a single image (monocular depth estimation).
Mesh, point cloud, voxels, SDF, or neural/rasterization representations such as NeRF and 3D Gaussian Splatting.
Official
Implementation
Lack of distinctive features breaks SfM/MVS matching, causing holes and artifacts.
Inaccurate camera parameters propagate through the whole reconstruction.
Single-camera reconstruction is defined only up to an unknown scale.
Neural/Gaussian representations may extrapolate poorly beyond observed views.
Evolution
Structure-from-Motion and multi-view geometry formalized (Hartley and Zisserman, Multiple View Geometry in Computer Vision).
General-purpose SfM and MVS pipeline (Schönberger and Frahm) that became a de facto standard for image-based reconstruction.
Neural Radiance Fields enabled photorealistic novel-view synthesis from a continuous volumetric representation.
Rasterizing anisotropic Gaussians delivered radiance-field quality with real-time rendering.
Hyperparameters (configurable axes)
Mesh / point cloud / voxels / SDF / NeRF / 3D Gaussian Splatting.
Images, video, stereo, structured light, LiDAR/ToF.
Whether camera poses/intrinsics are known or estimated.
From a single image to hundreds/thousands of views.
Sparse vs dense reconstruction.
Parallelism
Per-pixel/per-point stages and rasterization are highly parallel (GPU), while Structure-from-Motion and bundle adjustment are iterative and partly sequential.
Hardware requirements
NeRF training/rendering, 3D Gaussian Splatting rasterization, and MVS are heavily GPU-accelerated.
Classical SfM/photogrammetry pipelines can run on CPU, though slower than on GPU.