Depth-variance guided next-best-view planning
A drone flying around an object has to decide where to point the camera next. A fixed orbit spends time on surfaces that are already covered and misses whatever the first pass occluded.
70 ± 4 percent surface coverage against 40 ± 3 percent for a tuned orbit, inside a 420 MB GPU budget, with viewpoint scoring costing 2.5 percent of mission time.
First author. Built the Gazebo simulation with a PX4 quadcopter, implemented the acquisition function, and ran the sixty missions the results rest on.
The methodThe reconstruction is 3D Gaussian Splatting, and the renderer carries arbitrary per-Gaussian channels, so depth and depth squared pass through it together. One render then returns the mean depth and the second moment along every ray, and the difference between them is a per-pixel variance: the disagreement among the surfaces the model believes might be there. Accumulated opacity, the signal normally used, stops being informative once the model has placed something at every pixel. Candidate viewpoints come from a 95-point Fibonacci hemisphere, scored on variance and unseen area, then penalised for angular closeness to the viewpoints already chosen that round, so a batch of four spreads around the object.
The setupGazebo Harmonic with a PX4 X500 quadcopter and a 640 × 480 RGB-D gimbal camera, on an RTX 4070 Ti SUPER, with the model capped at 500K Gaussians and trained at 320 × 240. A mission is 4 seed views followed by 11 rounds of 4, for 48 views. Depth variance held about three times the dynamic range of opacity over a mission, while alpha coverage saturated near 0.66 by the third round.
The comparison was run at equal training iterations as well as at convergence. The planner trained on all views each round while the baseline used a sliding window of the ten nearest, so a result reported only at convergence would have credited the viewpoint selection with a gain that came from the training schedule.