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Review

Learning-Based 3D Reconstruction Methods for Non-Collaborative Surfaces—A Metrological Evaluation

1
3D Optical Metrology Unit, Bruno Kessler Foundation (FBK), 38123 Trento, Italy
2
Department of Information Engineering and Computer Science, University of Trento, 38123 Trento, Italy
3
Department of Mathematics, Computer Science and Physics, University of Udine, 33100 Udine, Italy
*
Author to whom correspondence should be addressed.
Metrology 2025, 5(2), 20; https://doi.org/10.3390/metrology5020020
Submission received: 14 February 2025 / Revised: 14 March 2025 / Accepted: 26 March 2025 / Published: 3 April 2025

Abstract

:
Non-collaborative (i.e., reflective, transparent, metallic, etc.) surfaces are common in industrial production processes, where 3D reconstruction methods are applied for quantitative quality control inspections. Although the use or combination of photogrammetry and photometric stereo performs well for well-textured or partially textured objects, it usually produces unsatisfactory 3D reconstruction results on non-collaborative surfaces. To improve 3D inspection performances, this paper investigates emerging learning-based surface reconstruction methods, such as Neural Radiance Fields (NeRF), Multi-View Stereo (MVS), Monocular Depth Estimation (MDE), Gaussian Splatting (GS) and image-to-3D generative AI as potential alternatives for industrial inspections. A comprehensive evaluation dataset with several common industrial objects was used to assess methods and gain deeper insights into the applicability of the examined approaches for inspections in industrial scenarios. In the experimental evaluation, geometric comparisons were carried out between the reference data and learning-based reconstructions. The results indicate that no method can outperform all the others across all evaluations.

1. Introduction

Traditional methods for image-based 3D reconstruction, such as photogrammetry and photometric stereo, have been employed for a long time to measure 3D shapes of objects in industrial scenarios. These methods have proven to be precise [1], cost-effective [2], light, and portable [3], as well as flexible [4]. They are used for quality control [5], reverse engineering [6], object inspection [7,8], or 3D micro-measurement [9]. However, achieving high-quality and consistent image-based 3D reconstruction of non-collaborative surfaces is still an open issue in the industrial field [10]. Objects with non-collaborative surfaces, such as glass, shiny metals, or transparent materials, are commonly found in production processes (Figure 1). Dealing with these types of objects is a pivotal issue for 3D reconstruction tasks. Due to the sensitivity of photogrammetric methods to texture properties, it is generally difficult to obtain accurate 3D reconstruction results from non-collaborative surfaces using traditional approaches [11] Indeed, all methods based on standard feature extraction and matching for image orientation hardly achieve satisfactory results in cases of a lack of a sufficient number and quality of image correspondences [12]. This issue becomes apparent when dealing with transparent or metallic objects with smooth and featureless surfaces [13], as 3D imaging is heavily influenced by refraction and specular reflections, resulting in noisy 3D reconstruction.
Recently, different novel learning-based methods have been developed to overcome the aforementioned issues. They include Neural Radiance Fields (NeRF), learning-based Multi-View Stereo (MVS), Monocular Depth Estimation (MDE), Gaussian Splatting (GS), and image-to-3D generative AI. In previous studies, these methods have demonstrated their ability to estimate the geometry of indoor spaces or outdoor scenarios [14,15,16]. However, the literature still lacks an in-depth, critical, and quantitative analysis to understand the real potential of learning-based methods for the 3D reconstruction of texture-less, reflective, or transparent objects typical of the industrial sector. Although [14] provided an initial metric comparison between results obtained with popular NeRF frameworks and photogrammetry, they primarily looked into the results achieved by a single learning-based solution (instant-NGP). Due to the dynamic of the field, a growing number of methods are becoming available. Moreover, the industrial quality control sector has strict requirements. Therefore, there is a need to exhaustively assess the quality and reliability of a given method to identify advantages and limitations in handling non-collaborative surfaces. The findings of such analysis may impact the implementation of these methods in real applications and contribute to resolving issues identified during the process for future developments.
In this paper, we review and investigate the potential of diverse types of 3D reconstruction approaches for industrial object inspection and metric measurements. We applied NeRF, MVS, MDE, GS, and image-to-3D generative AI to a variety of industrial objects with problematic surface characteristics, such as texture-less, shiny, reflective, and transparent objects (Figure 1). Some of these objects are included in the NeRFBK dataset ([17]—https://github.com/3DOM-FBK/NeRFBK (accessed on 25 March 2025)). We used standard metrics that are commonly applied in photogrammetric processes to assess the quality of the 3D reconstruction results and analyzed the results generated by each technique in terms of reconstruction completeness, geometric accuracy, and precision. Therefore, the main objectives of this work were as follows:
(i)
to report the available learning-based methods for the 3D reconstruction of industrial objects and, in general, non-collaborative surfaces.
(ii)
to objectively evaluate the quality of 3D reconstructions generated by NeRF, MVS, MDE, GS, and generative AI methods.
(iii)
to provide a clear summary of the advantages and limitations of such methods for 3D metrology tasks.

2. State of the Art

2.1. NeRF

Neural Radiance Fields (NeRF) is a family of view-synthetic methods. Each of them uses a set of images, together with their associated 3D camera positions and view directions (i.e., oriented images), as input and outputs for the volume density and view-dependent emitted radiance [13]. This principle is shown in Figure 2. All the NeRF-based approaches use a neural network, which learns the volumetric 3D representation of an object from multi-view 2D images. Then, by feeding the network a new camera position and view direction, it can perform so-called novel view synthesis, which predicts the emitted color and volume density of the scene seen from the selected pose. To obtain the explicit 3D geometry, the depth maps of different views generated by applying maximal likelihood estimation of depth distribution in each camera ray can be used. They can be fused to directly derive the point clouds or can be fed into one of the surface generation algorithms, such as the Marching Cubes [18], to generate 3D meshes [14].
NeRF is a type of neural implicit representation method which encodes a scene using an optimizable continuous function. Assuming that the 3D object is located at the center of the modeled space, for each 3D point coordinate p = (x, y, z) and its view direction d = (θ, ϕ), we can obtain the following relationship (Equation (1)):
σ ,   c = f θ p , d
where σ ,   c are the density and color of a point and θ is the parameter of the continuous function f.
The implementation structure of a NeRF mainly consists of an encoder and a decoder. The encoder usually leverages a convolutional neural network (CNN) which is responsible for extracting the spatial position and perspective features of each point in the scene from the input multiple-view images and camera parameters. Each convolutional layer in the encoder can map the input data from a low-dimensional space to a high-dimensional space and extract more complex feature representations.
The decoder is usually represented as an MLP network that generates a continuous 3D radiation field from the features extracted by the encoder. It accepts as its input the spatial location and perspective features of each point produced by the encoder, and outputs the color and density values of the point. Each MLP layer in the decoder can map the input data to another high-dimensional space and extract more complex representations. The original NeRF implementation [19], as well as subsequent derivative methods, utilize a non-deterministic stratified sampling approach, which is described by Equation (2). This method involves dividing the ray emitted from the direction of the camera into N equally spaced bins and uniformly drawing a sample from each bin. Finally, we obtain the ray color (i.e., the pixel color) by ray marching. Image rendering is performed by repeating the ray casting for each pixel.
C r = i N T i 1 exp σ i δ i c i
where T i = e x p j = 1 i 1 σ j δ j , and δ i = t i + 1 t i is the interval between adjacent sampled points.
The original method calculates the loss function that compares a rendered pixel value for camera ray r with the corresponding ground truth pixel value, C(gt), for all the camera rays of the target view with pose p. Thus, the loss function l is given by Equation (3).
l = r R ( p ) C ( r ) C ( g t ) 2 2
where R(p) is the set of all camera rays of target pose p.

2.1.1. Multi-View Dependent NeRF

The NeRF approach uses an MLP network to represent a 3D scene as a learnable, continuous volumetric scene function and render the scene by optimizing the scene function. However, the original NeRF implementation can only deal with simple reflection scenarios and struggles with processing complex non-collaborative surfaces of industrial objects. Recently, more studies related to NeRF have started to pay attention to non-collaborative surfaces. Ref. [20] introduced NeRFReN which uses separate transmitted and reflected Neural Radiance Fields to process complex reflection scenes. Ref. [21] designed Dex-NeRF, which estimates the depth from transparent objects through a transparency-aware depth rendering method based on finding the first sample along the ray whose density is higher than the fixed threshold. Ref-NeRF [22] decomposes specular reflection and diffuse reflection from the target object and uses the viewing vector estimated by MLP to render the scenes. Nevertheless, it results in an enormous increment of parameters and computation. IBL-NeRF [23] ingeniously classifies indoor reflection from an indoor scene by prefiltered radiance fields. The limitation is that it is suitable for large-scale scene rendering rather than single object rendering, and this is especially relevant for the reconstruction of isolated transparent objects with perfect-mirror reflection. To improve the performance with less-observed and texture-less areas, MonoSDF [24] applies monocular geometry prediction and utilizes depth and normal cues predicted by monocular estimators. However, the reconstruction results are susceptible to the changes in the quality of the cues. Neuralangelo [25] is the advanced version of Instant-NGP [26], which combines multi-resolution 3D hash grids with neural surface rendering to reduce noise and then facilitate high-fidelity 3D surface reconstruction from large-scale scenes. Previous research [17] has shown that, in addition to outdoor and large-scale scenes, Neuralangelo also has great prospects in handling non-collaborative surfaces. However, multi-view dependent NeRF requires dozens or even hundreds of images to achieve high-quality scene rendering. The insufficient input of images or lack of images from specific perspectives will often cause geometric shape errors and missing surface areas [27].

2.1.2. Few/Single Shot NeRF

The limitation of multi-view dependent NeRF promotes the research and development of few-shot NeRF and even single shot NeRF [27,28,29,30,31,32,33,34,35,36,37,38,39,40]. Some of the existing methods achieve this goal by regularizing the geometry of the scene. DS-NeRF [27] utilizes sparse depth outputs from Structure-from-Motion (SfM [41]) as supervision, while DDP-NeRF [33] further obtains dense depth supervision from sparse inputs through a CNN network. RegNeRF [30] regularizes the geometry and appearance by proposing a depth smoothness loss and a pre-trained normalizing flow color model. Moreover, SimpleNeRF [35] trains two additional models, which, respectively, reduce positional encoding frequencies and remove view-dependent components. Pixelnerf [37] performs single-view reconstruction by first extracting the features from the input image through a CNN network and then projecting the points sampled from the camera ray onto the image plane. The novel perspectives are then rendered by applying bilinear interpolation between pixel features to extract the corresponding image feature vector. Applying the diffusion model with NeRF is also a common way to achieve this goal. DiffusioNeRF [38] uses a trained diffusion model that can regularize the distribution of RGB-D patches from perturbed viewpoints. GANeRF [32] learns the patch distribution of the scene using an adversarial discriminator that provides feedback for radiation field reconstruction, thereby improving realism in a 3D consistent manner. ReconFusion [39] utilizes a diffusion prior-based NeRF by utilizing CLIP [42] to embed the feature vectors and PixelNeRF [37] to render a feature map. The latter includes the corresponding camera and geometric information, allowing the diffusion model to predict and generate novel perspectives.
However, for learning-based methods based both on geometric regularization and a diffusion prior, achieving high-quality rendering of non-collaborative surfaces with complex or fully transparent surfaces is still a tremendous challenge, especially when using only a single or a few views. A possible cause of this is that the pre-trained models of the aforementioned methods generally do not include a variety of non-collaborative surfaces in their training datasets [43].

2.2. Gaussian Splatting (GS)

Contrary to NeRF, Gaussian Splatting is an explicit representation method that directly and explicitly represents the geometric distribution of a surface/volume as a function with some parameters, such as a voxel grid or a set of 3D points. The concept of Gaussian Splatting was first introduced in EWA Splatting [44]. Ref. [45] proposed the application of 3D Gaussian Splatting to scene reconstruction and view synthesis, marking a significant milestone in advancing 3D reconstruction (Figure 3).
The Gaussian Splatting pipeline takes a sparse point cloud estimated from SfM [41] as its input to initialize a Gaussian set. Each Gaussian point x is then represented by a full 3D covariance matrix Σ in world space and its center position µ (Equation (4)):
G x = e 1 2 x µ T   1 x µ
To ensure the validity of Σ , it is decomposed into the scaling matrix S and the rotation matrix R to characterize the geometry of a 3D Gaussian ellipsoid (Equation (5)):
Σ = R S S T R T
Then, the 3D Gaussians are projected to 2D for rendering by computing the camera space covariance matrix Σ (Equation (6)):
Σ = J W Σ W T J T
where J is the Jacobian matrix of the affine approximation of the projection transformation and W is the viewing transformation. The color of each pixel can then be calculated by applying alpha blending with sorted depths of these Gaussians (Equation (7)):
C = i N c i a i j i 1 ( 1 a j )
where c i is the rendered color of a 3D Gaussian, and a i is the product of an evaluated 2D Gaussian projection and its corresponding opacity.
Gaussian Splatting achieves real-time rendering by explicitly representing scenes as a collection of Gaussians [47]. It not only retains the easy-to-optimize characteristics of continuous scene representation functions established by NeRF but also applies a fast GPU sorting algorithm together with tile-based rasterization that supports anisotropic splatting [48] Then, the Gaussian parameters are optimized via a loss calculated by the stochastic gradient descent (SGD) [49]. The optimized Gaussian is finally rendered through differentiable Gaussian rasterization and outputs the color and opacity of each pixel. After the publication of the first modern approach presented by [47], a large number of GS-based research works [50,51,52,53,54,55,56,57,58] have sprung up in just a few months after the launch of Gaussian Splatting. To further optimize Gaussian Splatting, Ref. [59] proposed a multi-scale Gaussian Splatting method that reduces the aliasing produced in signal sampling by adjusting the size of the Gaussians based on the image resolution.
Similar to NeRF, the development of Gaussian Splatting is also moving towards few/single views as the input. Ref. [60] proposed a dense depth map generated using a pre-trained MDE model to mitigate the overfitting rendering problem that occurs in the novel viewpoints. SparseGS [61] incorporates depth and diffusion constraints along with an artifact’s removal technique to further improve the quality of generated novel perspectives. Using only a few views as the input for SfM, the generated point clouds will be very sparse. FSGS [62] addresses this issue by introducing a Proximity-guided Gaussian Unpooling algorithm to densify the initial sparse point cloud. This method applies KNN to grow external 3D points based on the Euclidean distance from the closest original 3D points.
The efficiency of Gaussian Splatting has led to its swift adoption across various domains, such as 3D geometry generation [63,64,65,66], dynamic scene rendering [67,68,69], the creation of animatable 3D human models [70,71,72,73,74], real-time surgical reconstruction [75], and SLAM [55,76,77]. However, there is little research that specifically investigates the performance of 3D Gaussian models in reconstructing non-collaborative surfaces. Scaffold-GS [78] introduces a hierarchical 3D Gaussian scene model with anchor points initialized from SfM to enhance the ability to capture scene local details, especially for reflective, transparent, or texture-less regions. GaussianShader [79] employs a streamlined shading function on 3D Gaussians to improve the accuracy of normal estimation, thus elevating rendering quality in scenes featuring reflective surfaces. In our experiments (S. 4), we applied original 3D Gaussian Splatting [45], implemented in the Nerfstudio [80] platform, FSGS [62], GaussianShader [79], and Scaffold-GS [78], to the metallic and transparent objects included in the NeRFBK dataset to assess their reconstruction capabilities.

2.3. Learning-Based MVS

MVS is a wide term encompassing all methods utilizing multiple images, taken from known poses, to perform a dense 3D reconstruction of a scene [15]. Given that SfM, commonly applied to orient the image set, creates only a sparse point cloud which describes the object geometry with an insufficient level of detail for most tasks, MVS is often used as the next step of the photogrammetric 3D reconstruction process. The general principle of MVS is based on a search for corresponding points in the 3D space of every pixel in the input images. In the standard workflow, the correctness of found matches and their 3D positions is facilitated using consistency metrics such as the Sum of Squared Differences (SSD), the Sum of Absolute Differences (SAD), and Normalized Cross-Correlation (NCC) [81].
Even if this traditional approach can achieve 3D high precision under favorable conditions, it still struggles with scenes with specular reflection or weakly textured surfaces due to the over-reliance on the geometric consistency and the camera-point visibility intersections [82]. With a strong matching ability, the CNN-based 3D reconstruction can better introduce global semantic information [83]. Ref. [84] introduced SurfaceNet, the first learning-based MVS, which uses voxel-wise view selection to precompute the cost volume and to use the CNN network to represent surface voxels. Since this, learning-based methods have shown remarkable improvements compared to traditional methods. The most typical characteristic of learning-based MVS is that it usually estimates the dense depth map using deep CNNs. MVSNet [85] leverages an end-to-end deep learning architecture to infer depth maps, and then build and regularize the 3D cost volume by feature warping using 3D CNNs, establishing a foundation for future advancements in the field. Further research works have built upon its structure [86,87,88,89,90,91,92,93,94,95,96].
Taking the original MVSNet as an example, the common workflow of a learning-based MVS can be described as follows (Figure 4): firstly, a feature map including the deep features of each input image is extracted by a convolutional network. By using a variable differential homography transformation, a 3D feature volume is created from a 2D feature map. The variance calculation method is applied to merge N feature volumes into a cost volume. Next, the 3D convolution process is employed to calculate the probability of each depth value, followed by the use of the weighted average of the depth to derive the predicted depth information. Photometric and geometric consistencies with original images are then combined to optimize the reconstruction results.
According to the types of 3D surface representation, we can classify existing MVS methods into four categories: volumetric-based [84,97], direct point cloud [87,98], mesh-based [99], and depth map-based [100,101,102,103]. Compared to the others, the depth map-based approach is more flexible and robust due to its decomposition of the reconstruction task into two stages of per-view estimation and multi-view fusion [85].
To optimize memory consumption, refs. [86,94] leveraged recurrent networks to regularize cost volumes. Gbi-Net [104] includes a discrete binary search in MVS to further reduce memory consumption in 3D cost volume calculations and achieve a better trade-off between efficiency and accuracy. In MVSTER [105], an epipolar Transformer architecture is utilized to aggregate multi-view features and speed up the training by significantly reducing the demand for depth hypotheses. GeoMVSNet [106] adopts geometric priors and embeddings to eliminate external dependencies of cost marching. It also enhances the full-scene depth perception using Gaussian-Mixture Model (GMM) distribution instead of traditional, uniform depth distribution.

2.4. Monocular Depth Estimation (MDE)

Monocular Depth Estimation (MDE) refers to the ill-posed problem of estimating depth from a single RGB image. It has a wide potential range of applications, such as aiding in scene comprehension, 3D modeling, robotics, and autonomous driving. Given the undeniable power of deep learning across various fields of computer vision, recent progress has also had a significant impact on MDE. The first MDE algorithm based on deep neural networks was introduced by [107], which was based on a coarse-to-fine framework. This approach involves using two deep network stacks, which make a coarse global prediction on the entire image and then another refines the output locally.
Since then, numerous researchers have turned their attention to the development of Monocular Depth Estimation algorithms rooted in deep learning, leading to the creation of several novel approaches. First, the algorithms employed CNN-based architectures [107,108], but after the introduction of visual transformers, many authors replaced CNNs with transformers [109,110,111,112].
The pipeline of learning-based Monocular Depth Estimation typically involves an encoder–decoder network, where the only input is an RGB image [113]. The computed depth map is often an inverse relative depth map, i.e., an array with maximum values for closest objects and zeros for the farthest pixels, which helps avoid computational issues with infinite distances. The architecture of the ZoeDepth algorithm, as an example of an MDE algorithm, is presented in Figure 5.
The RGB image is given to the MiDaS depth estimation algorithm to compute the relative depth. Then, the bottleneck and four hierarchy levels of the MiDaS decoder are connected to the metric bins module. The metric bins module computes per-pixel depth bin centers from the MiDaS decoder outputs, which are then combined to produce the final metric depth output.
The problem of estimating depth using a single RGB image can be viewed as follows. Let I R w × h be a RGB image with size w × h . D R w × h is the corresponding depth map with the same size as I . For the training set τ , a non-linear mapping ψ : I   D can then be learned by the network (Equation (8)):
τ = I n , D n ,   I n   R w × h   a n d   D n R w × h
The majority of the MDE methods include three categories: supervised [114,115,116], semi-supervised [117,118,119], and self-supervised [120]. The formulation described above is usable for supervised learning-based MDE algorithms, where the pixel-level ground truth is available [121]. This has been the prevailing approach in recent years. In contrast, previous works also explored self-supervising methods, which utilize only synchronized stereo pairs [122,123] or monocular videos [124] to learn how to estimate the depth from novel monocular images, and unsupervised methods, trained on images acquired by multiple cameras to generate novel viewpoints [125]. Most state-of-the-art algorithms are supervised or semi-supervised and are trained on large available datasets such as NYUv2 and KITTI.
ZoeDepth [126] integrates both absolute and relative depth estimation methods in a two-stage process. Initially, it trains an encoder–decoder model to predict relative depths from diverse datasets, benefiting from MiDaS’s training strategy for scale and shift invariant loss. In the second stage, ZoeDepth enhances depth estimates by incorporating absolute depth information through metric fine-tuning on indoor and outdoor datasets like NYU Depth v2 [127,128].
MiDaS [129] leverages several depth estimation models and originates from a critical study on relative depth, highlighting the value of dataset integration for better zero-shot performance. Depth prediction occurs in disparity space, considering scale and shift, and uses invariant losses for uncertain depth labels. The MiDaS models merge different datasets, evolving with increasing data integration over subsequent iterations. The method follows a standard encoder–decoder structure based on ResNet and it is suitable for real-time applications [130].
Depth Anything [131] introduces a practical method for accurately estimating depth from single images without introducing new technical components. Through extensive dataset expansion and the implementation of effective strategies like challenging optimization objectives and supplementary supervision, it displays remarkable adaptability across different datasets and real-world scenarios. Furthermore, fine-tuning with precise depth information from NYUv2 and KITTI datasets results in an improvement of the results of both depth estimation and its applications, such as ControlNet [132].

2.5. Generative AI

Recently, generative AI (also called AIGC: AI-generated content) has achieved remarkable progress and received widespread attention. Novel generative AI methods focused on vision have gained popularity in the fields of text-to-image [132,133,134,135,136] and text-to-video [137,138,139,140,141,142]. Recent advantages in text-to-image using diffusion models have attracted researchers to explore the potential of applying diffusion priors in 3D vision, including text-to-3D [143,144,145,146] and image-to-3D [10,63,147,148,149,150,151]. Previously, the generalizability of most 3D native generation methods was limited to specific datasets [152], like constructing text-3D pairs based on ShapeNet [153], which contains only fixed object categories [154,155,156,157].

2.5.1. Diffusion Model

Inspired by the Denoising Autoencoder [158] and Score Matching [159], the diffusion model, which is a parameterized Markov chain [160] trained using variational inference to produce samples matching the data after a finite time, was first introduced by [161]. Normally, a diffusion model runs two processes. In the forward diffusion stage (Equation (9)), the distribution of Gaussian noise q x t x 0 is calculated and the noise is gradually applied to the image until the image is completely masked (Figure 6).
q x t x 0 = N x t ;   a t ¯ x 0 ,   1 a t ¯ I
where N and I are the normal distribution and identity matrix, respectively, x 0 ,   x t are the latent representations up to a timestep t , and a t ¯ = 1 t 1 β t and β t are learnable hyperparameters.
Then, in the reverse diffusion stage (Figure 7), the model learns how to restore the original image from the Gaussian noise by minimizing a variational bound for the Langevin-like reverse process [162]. In this procedure (Equation (10)), x t serves as the input to approximate the mean and variance of a Gaussian distribution. We then randomly sample from this distribution based on the predictions to obtain x t 1 . By iteratively predicting and sampling, we eventually generate a genuine image. Here, μ θ ( x t , t ) is the reverse process mean function approximator (Equation (11)), θ acts as another approximator aimed at predicting from x t , and θ ( x t , t ) is a variance estimator.
p θ x t 1 x t = N x t 1 ; μ θ ( x t , t ) ,   θ ( x t , t )
μ θ x t , t = 1 a t ¯ ( x t β t   1 a t ¯ θ ( x t , t ) )

2.5.2. Image-to-3D by Diffusion Prior

Although most of the state-of-the-art text-to-3D methods can generate diverse shapes under the guidance of prompts, the output geometry usually suffers from the low level of details and shape ambiguity of the object described by a short text. In addition, non-collaborative surfaces are often untextured and have complicated geometry, which is difficult to describe in detail. Therefore, applying text-to-3D in an industrial setting to objects with non-collaborative surfaces poses a great challenge.
However, the development of domain transfer learning, such as zero-shot learning and multimodal large language models (MLLMs) makes it possible to fine-tune an MLLM using some specific datasets and to enable it to learn multi-view synthesis and view control. Ref. [39] applied the diffusion model in view synthesis utilizing the ShapeNet dataset. Ref. [163] fine-tuned Stable Diffusion [164], a diffusion model trained by billion-level text-image pairs, and thus proposing the Zero123 model. Their approach can extract the object’s geometric features from a single input image and infer novel perspectives by parsing its semantic information. Instead of fine-tuning the 2D diffusion model, MVDream [165] converts the original 2D self-attention layer into 3D by connecting different views in the self-attention layer and adding the camera embedding of each input view into temporal embedding as a residual to optimize the accuracy of generated novel perspectives. To improve the geometric inferential capability of the fine-tuning diffusion models, SyncDreamer [166], Consistent 1-to-3 [167], and Zero123plus [168] have sought to enhance multi-view consistency through joint diffusion processes. ImageDream [169] does this by additionally adding a textual prompt as a constraint. PC2 [170] facilitates single image object generation from a randomly generated spherical Gaussian point set to a specific 3D geometry by applying a ViT [171] to extract the 2D representation and to use it as a clue to control Gaussian point generation. Even though they were only trained on the CO3D dataset [172], the development of efficient MLLM fine-tuning methods [173,174,175,176] makes it promising for applications in other fields. Based on the reliability of inferential views, the final dense 3D shape representation can be easily obtained by connecting its output to a NeRF [145,177,178,179,180,181,182,183,184], Gaussian Splatting [63,66,185,186,187], or other 3D reconstruction approaches.

3. Analysis and Evaluation Methodology

This section presents a critical evaluation of the abovementioned learning-based 3D reconstruction methods by objectively measuring their capability in dealing with non-collaborative surfaces. To accomplish this, some industrial objects of different sizes and surface characteristics are considered, including texture-less, metallic, translucent and transparent (Table 1). The proposed evaluation strategy and metrics aim to support researchers in understanding the strengths and limitations of each approach.

3.1. Proposed Assessment Methodology

The assessment procedure is shown in Figure 8. The 3D reconstructions from three different datasets are compared with the available ground truth (GT) data in order to derive quantitative metrics.
All collected images or videos required camera poses in order to generate a 3D reconstruction, either with MVS, GS, or NeRF-based methods. Starting from the available unoriented images, camera poses were retrieved, for all datasets using COLMAP [188]. Then, the selected learning-based methods were applied to generate dense 3D geometries.
For evaluating the MDE method, a subset of images (4–16) for each object taken from different viewpoints was selected and used as the input into the candidate networks. Then, the predicted depth maps and known camera parameters were used to create 3D point clouds. Finally, all produced point clouds were co-registered and rescaled with respect to the available ground truth (GT) data in Cloud Compare using an Iterative Closest Point algorithm [189], and a quality evaluation was performed. To provide an unbiased evaluation of geometric accuracy, different well-establish photogrammetric criteria were applied [2,190], including best plane fitting, cloud-to-cloud comparison, profiling, accuracy, and completeness.
For some selected objects, profiling was additionally conducted by extracting a cross-section from the 3D data to highlight complex geometric details of the reconstructed surface. An inspection of profiles allowed us to evaluate the performance of a method in preserving geometric details, such as edges and corners, and avoiding smoothing effects. Cloud-to-cloud (C2C) comparisons refer to the measurement of the Euclidean distance between corresponding closest points in the evaluated and GT point cloud.

3.2. Metrics

To quantitatively compare the differences between methods, similarly to other works in the industrial community, we applied statistical metrics for cloud-to-cloud and plane fitting processes, including the mean error (Mean_E, or X ¯ ) (Equation (11)), the standard deviation (STD) (Equation (12)), the root-mean-square deviation (RMSD) (Equation (13)), and the mean absolute error (MAE) (Equation (14)). The mean error indicates the average difference between reconstructed surfaces, while RMSD represents the general level of compliance with the GT model. MAE can be used to reflect the discrepancies between the actual and predicted point positions, and STD measures the precision of the reconstructed surface.
M e a n _ E = X ¯ = X 1 + X 2 + X j N
S T D = j = 1 N X j X ¯ 2 N
R M S D = j = 1 N X j 2 N
M A E = j = 1 N X j   N
where N denotes the number of observed point clouds and X j denotes the closest distance of each point to the corresponding reference point or surface.
Other important metrics include accuracy (Equation (15)) and completeness (Equation (16)), sometimes also called precision and recall [14,190,191]. The accuracy measures what ratio of the reconstructed points lies within a certain distance from the GT, while completeness reflects the percentage of points that have been reconstructed within a given tolerance. The metrics were calculated using different threshold distances T h to obtain the percentage of points that fall within it, which allowed for the plotting of accuracy and completeness curves and a detailed description of the quality of the reconstruction.
A c c u r a c y = i = 1 S ( D i s T i < T h ) S
C o m p l e t e n e s s = i = 1 T ( D i s S i < T h ) T
where DisT denotes the distances between the points of the evaluated 3D point clouds to the closest points in ground truth, and DisS represents the distance for an opposite relationship. S and T are the total number of points in the investigated point cloud and ground truth, respectively.

4. Comparison and Analysis

4.1. Testing Objects and Methods

To achieve the study objectives, two datasets of industrial objects and one of a transparent glass available in the NeRFBK dataset [17] were used (Table 1). They feature objects of distinctive characteristics and surface types, with different lighting conditions, materials, sensor types, scales, and resolutions.
We considered four categories (NeRF, Gaussian Splatting, learning-based MVS, MDE, and generative AI) and a total of 30 methods (Table 2) chosen among open-source codes available in Github repositories. The NeRF methods were integrated in NeRFStudio [80] and SDFStudio [192], whereas all other tools are available from Github repositories. It is crucial to mention that the generative AI methods achieve a 3D reconstruction with just a single image as input. Therefore, after background removal, the most representative view of each object was selected for processing.
All experiments were performed with a single NVIDIA GeForce A40, A6000, or RTX3080TI GPU. To enable efficient comparison, only the top-ranked methods in each category are afterwords presented.

4.2. The 3D Results from Multi-View Image Sequences (NeRF, GS, Learning-Based MVS)

4.2.1. Industrial_A Object

Out of the 22 considered methods based on multi-view image sequences (Table 2), all methods, with some exceptions with five NeRF-based approaches (Mono-Unisurf, NeuS-facto, Unisurf, VolSDF, and Instant-NGP that failed to reconstruct at least 60% of the object), successfully reconstructed the object’s geometry. The comparison results are reported in Table 3 for the best approach of each evaluated 3D reconstruction method. Neuralangelo achieved the best results among the NeRF methods, and MVSFromer ranked second among all methods. Their RMSDs were 0.57 mm and 0.85 mm, respectively. From a visual inspection (Table 3) it is evident that the surface reconstructed by Neuralangelo is highly consistent with the GT, as evidenced by the predominance of dark green points in the comparison. In contrast, MVSFormer shows extensive red regions, indicating significant errors, along with some scattered noise near the surface. Gaussian Splatting, the best Splatting method, exceeded 1 mm in the RMSD, achieving worse results than half of the tested NeRF and MVS methods due to its noticeably uneven surface, which significantly deviated from the GT. More visual and numerical details of the comparison are reported in Figure A1 in Appendix A.
Figure 9 shows the accuracy and completeness of all tested methods on the Industrial_A dataset. Similarly, for the convenience of comparison, we consolidated the top-performing methods in terms of accuracy and completeness in each category for comprehensive analysis. For the other methods, please refer to Figure A2, Figure A3, Figure A4 and Figure A5 in Appendix A. In terms of accuracy, Neuralangelo outperforms the other methods, followed by MVStudio. KD-MVS is the winner in terms of completeness, achieving higher than 85% and 90% recall within 1 mm and 2 mm, respectively, far ahead of other methods. However, KD-MVS is inferior to other methods in completeness, since its output point cloud is high density, but also contains a substantial noise.

4.2.2. Metallic Object

The Synthetic Metallic dataset contains 300 images (1080 × 1920 pixels) of a synthetic, reflective, texture-less, and metallic object created in Blender. We applied the same processing steps as reported in Section 4.2.1 to Industrial_A object. All approaches successfully reconstructed the geometry of the object, and the comparison results are shown in Table 4 and Figure A6 (Appendix A). Among the MVS methods, GBi-Net achieved the best results, with KD-MVS and MVSFormer ranking second and third. The RMSD of GBi-Net was 0.7 mm, almost twice as low as the first-ranked NeRF-based method (Mono-Neus). FSGS achieved a relatively inferior quality in the experiment, with the RMSD equal to 1.92 mm. Overall, the worst performing method was Instant-NGP, which generated a very noisy result, with an RMSD of 5.8 mm. The top-performing results of the accuracy and completeness of each category applied to the Synthetic Metallic dataset are presented in Figure 10, while full results for each examined method are shown in Figure A7, Figure A8, Figure A9 and Figure A10 (Appendix A). GBi-Net achieved the highest accuracy among all methods, followed by Mono-Neus and FSGS. This can be attributed to GBi-Net; as an MVS-based method, it benefits from depth supervision, allowing it to capture more precise geometric details when reconstructing objects with regular sizes. While minor estimation errors remain in the concave regions at the object’s center due to depth estimation inaccuracies, its overall reconstruction accuracy was significantly higher than Mono-Neus (which exhibited geometric distortion at the object’s base and chassis connection) and FSGS (which produced excessive noise points above and on top of the object). About completeness, TransMVSNet demonstrated outstanding results within a 1 mm distance threshold but ultimately was surpassed by Nerfacto and Scaffold-GS as the distance threshold exceeded 3 mm. Similarly to the findings in Industrial_A, the Gaussian Splatting methods exhibited lower accuracy and completeness in a low threshold range (<=2 mm) compared to NeRF and MVS. This discrepancy could be attributed to a limited number of initialized Gaussian points sampled from highly reflective surfaces.
In addition to cloud to mesh comparisons and accuracy and completeness analyses, some cross-sections were extracted from the best-reconstructed geometries in each category (Mono-Neus for NeRF, FSGS for Gaussian Splatting, and GBi-Net for MVS) to check whether small geometric details could be reconstructed. The section location and the profiles are shown in Figure 11. The MVS profile (green point) resulted in a better match with ground truth than the others (red, purple, and blue lines) due to the depth-based nature of MVS. However, the result was full of noise on the surface. The result of NeRF (blue point) was slightly inferior to MVS. The geometric features of the cavities of the object were not accurately reconstructed. Compared to the other methods, FSGS (red points) had trouble in the geometric reconstruction of both the convex and concave parts.

4.2.3. Transparent Object

To evaluate the ability to deal with transparent and refractive surfaces, the methods reported in Section 4.1 were tested with the Synthetic_Glass dataset. Table 5 reports the results for the top-performing methods of each category: Gaussian Splatting achieved the best results, with 1.54 mm in RMSD, 1.22 mm in MAE, and 0.93 mm in STD. Neuralangelo and MVStudio ranked second and third with RMSD of 2.29 mm and 3.14 mm, respectively. These results also demonstrated that Gaussian explicit representation is more effective for transparent objects, whereas MVS-based methods struggle due to their reliance on depth estimation. This phenomenon was also corroborated by our MDE experiments (Section 4.3), where all MDE methods failed to reconstruct the geometry of the Synthetic_Glass object.
For MVS methods, GeoMVSNet and GBi-Net failed to reconstruct the geometry, whereas MVStudio consistently outperformed the other methods across all metrics, despite the fact that its completeness was generally low.
Accuracy and completeness results are presented in Figure 12 and Figure A11, Figure A12, Figure A13 and Figure A14 in Appendix A. In contrast to the performance observed on industrial objects, Gaussian Splatting surpassed all competitors in accuracy, while in terms of completeness, the best method resulted from Nerfacto. It is worth mentioning that Gaussian Splatting not only outperformed all other methods in terms of accuracy but also ranked second in cross-category comparison of completeness, highlighting its notable ability to handle transparent objects. In contrast, even if Nerfacto performed worse in accuracy, it achieved better results than other methods in completeness, indicating the capability to reconstruct transparent surfaces in a denser but noisier way.

4.3. The 3D Results from Monocular Depth Estimation (MDE)

Different from other 3D reconstruction methods, an object’s 3D shape can also be obtained from a single RGB image by applying the MDE method. Assuming to have different viewpoints of the object, MDE outputs are inferred depth maps per viewpoint; hence, point clouds can then be generated, e.g., using the Open3D library [202], and finally all clouds can be co-registered to create a unique 3D reconstruction of the object. As Zoedepth provides metric depth estimates, while other methods infer relative depths, we rescaled the estimated depths of the MiDaS and Depth Anything methods by employing linear regression to establish a linear relationship between pixel values in the depth image and their respective distances in meters.
The reported results refer to Industrial_A and Synthetic_Metallic objects, as no MDE methods could derive successful results on the transparent glass. The results for Industrial_A are presented in Figure 13 and Table 6. Clearly, ZoeDepth achieved better outcomes compared to MiDaS and Depth Anything. Although MiDaS attained the lowest error in View_01, its notably high standard deviation indicates relative algorithmic instability. However, it is worth noting that the accuracy of these results may be questionable due to significant geometric distortion observed in some of the generated point clouds. This distortion could potentially lead to inaccurate geometric matching when applying ICP for point cloud co-registration.
On the other hand, the results for Sythetic_Metallic are shown in Figure 14 and Table 7. Depth Anything slightly exceeded ZoeDepth in RMSD and STD, whereas the opposite trend is observed for MAE. Additionally, the average and standard deviation also indicate that, besides the lag in error metrics, the instability of MiDaS is once again noticeable in the Synthetic_Metallic object.

4.4. The 3D Results from Novel View Synthesis (Generative AI)

Generative AI methods use only one initial input image, firstly executing novel view inference and synthetizing new views based on the input text prompt. Then, they reconstruct the object in the same way as the multi-view methods reported in Section 4.2.
Table 8 reports the results for the top-performing generative AI methods of each tested object: Magic123 achieved the best results for the Industrial_A object, with 1.12 mm in RMSD, 0.88 mm in MAE, and 1.26 mm in STD. While Zero-1-to-3 outperformed for both Synthetic_Metallic and Synthetic_Glass objects, the RMSD of them was 3.08 mm and 3.32 mm, respectively. The complete comparison results of each method are shown in Table A1, Table A2 and Table A3. Since generative AI methods reconstruct full geometry from a single input image through multi-view inference, their performance is heavily influenced by the pre-trained foundation models. If these models are trained on a large amount of similar data, they are more likely to achieve better results for that specific type of object.

5. Discussion

Table 9 summarizes the experimental results for each considered method and object. Synthetic_Glass presented the most significant challenge, failing for eight NeRF-based methods, two learning-based MVS, and all MDE methods. Industrial_A also posed some challenges, and six NeRF-based methods failed to produce correct 3D data. Conversely, Synthetic Metallic proved to be the easiest object, with all methods being able to reconstruct its geometry.
The results reported in Section 4 indicate that none of the AI-based methods always outperformed the others in all tested scenarios, although in each category, certain approaches emerge as clear winners. For NeRF-based methods, Mono-Neus stands out as the undisputed champion, achieving first place in both Industrial_A and Synthetic_Metallic objects despite its shortcomings in dealing with transparent objects. In generative AI, Zero-1-to-3 took the crown by securing the top spot in Synthetic_Glass and Synthetic_Metallic, and second place in Industrial_A, showing its outstanding generalization across different objects. However, determining a definitive winner in learning-based MVS proves challenging as no single approach demonstrates outstanding performance across multiple object types.
In terms of accuracy, no approach can be unequivocally deemed as the winner due to the challenge of achieving consistently stable and excelling performance across all test scenarios. Nerfacto emerged as a frontrunner in completeness within the tested scenarios, even though it had shortcomings in accuracy performance. Although learning-based MVS achieved better results in reconstructing geometric details on the surface, it tended to introduce more noise into the results compared to NeRF-based methods and Gaussian Splatting. Generative AI methods, limited by the number of input images, may struggle to accurately capture and represent complex geometry. However, these methods typically produce results with less noticeable noise on the surface of the generated object.
In general, NeRF-based methods outperform other approaches in objects with small sizes and asymmetric surfaces. This suggests their suitability for application in micro-industrial object inspection, particularly those susceptible to noise interference. Learning-based MVS can output a dense and very accurate result for medium or large objects with intricate surface structures, which will not have a significant impact on the final metrics due to partial noise. The MVS methods are well suited for applications that require dense point clouds but do not demand real-time processing and visualization. They are particularly appropriate for applications in aerospace component engineering, heritage restoration, and city-level scene reconstruction. However, learning-based MVS is sensitive to transparent and highly refractive surfaces, leading to substantial errors in depth estimation and resulting in a proliferation of noise points on glass objects. For scenes involving transparent surfaces, Gaussian Splatting proved to be more suitable due to its ability to mitigate such effects. Additionally, Gaussian Splatting’s explicit representation enables manual control over the number of generated points. This flexibility makes it particularly advantageous for applications requiring real-time performance, fast transmission, and storage efficiency, such as autonomous driving, AR/VR, and rapid geometry editing.
Since generative AI methods rely on the multi-view reasoning capability of foundation models, selecting a strong foundation model (such as Zero-1-to-3) and fine-tuning it with a domain-specific dataset enables the rapid generation of multiple 3D objects from single-view 2D images. This significantly reduces the cost of obtaining 3D datasets in specific industrial scenes. Additionally, in case of applications related to defect detection with learning-based methods, manually adding defects in 2D images and generating corresponding 3D geometries can potentially simplify the training procedure, offering a more efficient and cost-effective alternative to generating training data with the defects created directly in the 3D space.

6. Conclusions and Future Research Lines

This paper investigated the feasibility of employing learning-based methods to handle non-collaborative surfaces and presented a comprehensive metrological analysis using diverse types of learning-based 3D reconstruction methods. Quantitative and visual comparison tests among NeRF, MVS, Gaussian Splatting, MDE, and generative AI were performed to understand the advantages and disadvantages when dealing with non-collaborative surfaces. The research employed complex, texture-less, metallic, reflective, and transparent objects, coming from both real and virtual scenarios. The quality of the generated 3D data was assessed using various evaluation approaches and metrics, including noise level, geometric accuracy and completeness. We verified the possibility of utilizing multi-view datasets but also just one or a few images for the 3D reconstruction of non-Lambertian surfaces, even in the absence of prior camera information, paving the way for future research in this area. This study also aimed to serve as a resource of novel and relevant studies in industrial 3D reconstruction, mainly focusing on propelling continued exploration and advancement in this rapidly evolving field.
Based on the findings in this study and identified issues of performance of the investigated methods, potential future research directions in the related fields include the following:
Real-time high-fidelity rendering: Since Gaussian Splatting was proposed in 2023, it quickly became a widely popular topic for 3D reconstruction purposes due to the model’s light weight, showing the potential to replace NeRF in rendering scenarios. Its explicit representational approach enables it to bypass sampling from the entire space, unlike NeRF-based methods, thereby requiring few computational resources. However, the effectiveness of Gaussian Splatting is closely tied to the quality of its initial Gaussian points. Particularly when dealing with reflective and refractive surfaces, the quality of these initialized Gaussians emerges as a pivotal factor in achieving high-fidelity rendering. Currently, although a limited number of NeRF/Gaussian Splatting studies [22,79,203,204] have looked into enhancing performance in reflective scenes through methods like the mathematical modeling of reflections or normal estimation, there is still a need for further research in real-time, high-quality reconstruction for industrial inspections.
Few-shot 3D reconstruction: High-quality 3D reconstruction through sparse viewpoints is also a prevailing research focus in the computer vision community. Previously published learning-based reconstruction methods usually relied on dozens to hundreds of images to reconstruct a scene, which led to massive GPU memory consumption or TPUs for training purposes, particularly when higher resolution images were used. Recent studies primarily integrated techniques such as depth prior [28,62], diffusion prior [131,205,206], or geometric regularization [31,207] to achieve novel view synthesis (followed by 3D reconstruction) from a few-shot input images. However, the challenge remains unresolved and awaits further exploration.
Removing dependence on camera priors: During the training of the models, the knowledge of the camera interior and exterior parameters, as well as the redundant time loss in format transformation and coordinate system harmonization, hamper model generalization performance [208]. Previous research has utilized photometric reconstruction [209] or has incorporated undistorted monocular depth priors [210] to estimate camera parameters in typical scenarios. However, adapting and generalizing these approaches to non-collaborative surfaces remains a challenge. The recent introduction of DUSt3R [211] represents a significant achievement that enables an MVS network to eliminate its dependence on camera poses by utilizing the cross-attention mechanism of vision Transformer (ViT) [110] to perform image pair joint pose inference. Nevertheless, the experimental results presented in this paper indicate that this method temporarily falls short in surpassing other learning-based methods [101,193,212] and traditional handcrafted methods [129,213] in terms of accuracy or completeness. Therefore, the 3D reconstruction of non-collaborative surfaces without a camera prior requires further investigations.
Non-collaborative surface-related open datasets: As widely acknowledged, having sufficient data is a fundamental component in training a high-quality, learning-based model. Currently, we already have datasets such as Clearpose (Transparent objects) [214], TRansPose (Transparent objects) [143], NeRFBK (both real and synthetic transparent and shiny objects) [17], Nex (Shiny objects) [215], Trosd (Transparent objects) [216], Tom-net (Synthetic transparent objects) [217], and Industrial Metal Objects [218] at our disposal. Nevertheless, improving model generalization performance for non-collaborative surfaces still requires more than having common objects with simple structures. Challenging and complex data, captured under various lighting conditions, is necessary to reach further improvements in deep learning-based model performance.

Author Contributions

Conceptualization, Z.Y. and N.P.; methodology, Z.Y. and N.P.; software, Z.Y. and N.P.; validation, Z.Y., N.P., P.T. and E.M.F.; formal analysis, Z.Y. and N.P.; investigation, Z.Y., N.P., P.T. and F.R.; resources, F.R.; data curation, Z.Y. and F.R.; writing, original draft preparation, Z.Y. and N.P.; writing, review and editing, Z.Y., N.P., P.T., E.M.F. and F.R.; visualization, Z.Y. and N.P.; supervision, F.R.; project administration, F.R.; funding acquisition, F.R. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding.

Data Availability Statement

Available upon a reasonable request from the corresponding author.

Conflicts of Interest

The authors declare no conflicts of interest.

Appendix A

Appendix A.1. Industrial_A Object

Figure A1. Metrics for the cloud-to-mesh comparisons of all tested methods applied to the Industrial_A object: (a) NeRF-based methods, (b) Gaussian Splatting methods, (c) learning-based MVS methods, and (d) generative AI methods.
Figure A1. Metrics for the cloud-to-mesh comparisons of all tested methods applied to the Industrial_A object: (a) NeRF-based methods, (b) Gaussian Splatting methods, (c) learning-based MVS methods, and (d) generative AI methods.
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Figure A2. The estimated accuracy and completeness for NeRF-based methods using the Industrial_A object: (a) accuracy, (b) completeness.
Figure A2. The estimated accuracy and completeness for NeRF-based methods using the Industrial_A object: (a) accuracy, (b) completeness.
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Figure A3. The estimated accuracy and completeness for Gaussian Splatting using the Industrial_A object: (a) accuracy, (b) completeness (FSGS and GaussianShader almost overlap with Scaffolds-GS).
Figure A3. The estimated accuracy and completeness for Gaussian Splatting using the Industrial_A object: (a) accuracy, (b) completeness (FSGS and GaussianShader almost overlap with Scaffolds-GS).
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Figure A4. The estimated accuracy and completeness for MVS-based methods using the Industrial_A object: (a) accuracy, (b) completeness.
Figure A4. The estimated accuracy and completeness for MVS-based methods using the Industrial_A object: (a) accuracy, (b) completeness.
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Figure A5. The estimated accuracy and completeness for generative AI methods using the Industrial_A object: (a) accuracy, (b) completeness.
Figure A5. The estimated accuracy and completeness for generative AI methods using the Industrial_A object: (a) accuracy, (b) completeness.
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Appendix A.2. Synthetic_Metallic Objects

Figure A6. Metrics for the cloud-to-mesh comparisons of all tested methods applied to the Synthetic_Metallic object: (a) NeRF-based methods, (b) Gaussian Splatting methods, (c) learning-based MVS methods, and (d) generative AI methods.
Figure A6. Metrics for the cloud-to-mesh comparisons of all tested methods applied to the Synthetic_Metallic object: (a) NeRF-based methods, (b) Gaussian Splatting methods, (c) learning-based MVS methods, and (d) generative AI methods.
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Figure A7. The estimated accuracy and completeness for NeRF-based methods using the Synthetic_Metallic object: (a) accuracy, (b) completeness.
Figure A7. The estimated accuracy and completeness for NeRF-based methods using the Synthetic_Metallic object: (a) accuracy, (b) completeness.
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Figure A8. The estimated accuracy and completeness for Gaussian Splatting using the Synthetic_Metallic object: (a) accuracy, (b) completeness.
Figure A8. The estimated accuracy and completeness for Gaussian Splatting using the Synthetic_Metallic object: (a) accuracy, (b) completeness.
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Figure A9. The estimated accuracy and completeness for MVS-based methods using the Synthetic_Metallic object: (a) accuracy, (b) completeness.
Figure A9. The estimated accuracy and completeness for MVS-based methods using the Synthetic_Metallic object: (a) accuracy, (b) completeness.
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Figure A10. The estimated accuracy and completeness for generative AI methods using the Synthetic_Metallic object: (a) accuracy, (b) completeness.
Figure A10. The estimated accuracy and completeness for generative AI methods using the Synthetic_Metallic object: (a) accuracy, (b) completeness.
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Appendix A.3. Synthetic_Glass Objects

Table A1. Visuals and metrics for the cloud-to-mesh comparisons of the tested NeRF-based methods applied to the Synthetic_Glass object.
Table A1. Visuals and metrics for the cloud-to-mesh comparisons of the tested NeRF-based methods applied to the Synthetic_Glass object.
Method3D GeometryComparison Result [mm]Metric [mm]
RMSDMAESTDMean_E
NerfactoMetrology 05 00020 i001Metrology 05 00020 i0023.22.432.081.98
Nerfacto-depthMetrology 05 00020 i003Metrology 05 00020 i0045.033.763.333.40
NeuralangeloMetrology 05 00020 i005Metrology 05 00020 i0062.291.721.511.19
Figure A11. The estimated accuracy and completeness for NeRF-based methods using the Synthetic_Glass object: (a) accuracy, (b) completeness.
Figure A11. The estimated accuracy and completeness for NeRF-based methods using the Synthetic_Glass object: (a) accuracy, (b) completeness.
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Table A2. Visuals and metrics for the cloud-to-mesh comparisons of the tested Gaussian Splatting methods applied to the Synthetic_Glass object.
Table A2. Visuals and metrics for the cloud-to-mesh comparisons of the tested Gaussian Splatting methods applied to the Synthetic_Glass object.
Method3D GeometryComparison Result [mm]Metric [mm]
RMSDMAESTDMean_E
FSGSMetrology 05 00020 i007Metrology 05 00020 i0085.783.634.52.9
GaussianShaderMetrology 05 00020 i009Metrology 05 00020 i0105.393.44.182.63
Gaussian SplattingMetrology 05 00020 i011Metrology 05 00020 i0121.541.220.930.44
Scaffold-GSMetrology 05 00020 i013Metrology 05 00020 i0146.163.844.813.13
Figure A12. The estimated accuracy and completeness for Gaussian Splatting using the Synthetic_Glass object: (a) accuracy, (b) completeness.
Figure A12. The estimated accuracy and completeness for Gaussian Splatting using the Synthetic_Glass object: (a) accuracy, (b) completeness.
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Table A3. Metrics for the cloud-to-mesh comparisons of the tested learning-based MVS methods applied to the Synthetic_Glass object.
Table A3. Metrics for the cloud-to-mesh comparisons of the tested learning-based MVS methods applied to the Synthetic_Glass object.
Method3D GeometryComparison Result [mm]Metric [mm]
RMSDMAESTDMean_E
ET-MVSNetMetrology 05 00020 i015Metrology 05 00020 i0169.496.317.085.82
MVStudioMetrology 05 00020 i017Metrology 05 00020 i0183.141.691.430.93
TransMVSNetMetrology 05 00020 i019Metrology 05 00020 i0208.175.166.334.61
DI-MVSMetrology 05 00020 i021Metrology 05 00020 i0226.063.444.982.72
KD-MVSMetrology 05 00020 i023Metrology 05 00020 i0243.332.492.201.62
MVSFormerMetrology 05 00020 i025Metrology 05 00020 i0265.823.994.243.62
Figure A13. The estimated accuracy and completeness for MVS-based methods using the Synthetic_Glass object: (a) accuracy, (b) completeness.
Figure A13. The estimated accuracy and completeness for MVS-based methods using the Synthetic_Glass object: (a) accuracy, (b) completeness.
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Table A4. Metrics for the cloud-to-mesh comparisons of the tested generative AI methods applied to the Synthetic_Glass object.
Table A4. Metrics for the cloud-to-mesh comparisons of the tested generative AI methods applied to the Synthetic_Glass object.
Method3D GeometryComparison Result [mm]Metric [mm]
RMSDMAESTDMean_E
DreamGaussianMetrology 05 00020 i027Metrology 05 00020 i0286.264.594.254.17
Magic1233Metrology 05 00020 i029Metrology 05 00020 i0304.123.422.303.16
One-2-3-45Metrology 05 00020 i031Metrology 05 00020 i0323.522.792.152.48
Zero-1-to-3Metrology 05 00020 i033Metrology 05 00020 i0343.322.761.852.39
Figure A14. The estimated accuracy and completeness for generative AI methods using the Synthetic_Glass object: (a) accuracy (b) completeness.
Figure A14. The estimated accuracy and completeness for generative AI methods using the Synthetic_Glass object: (a) accuracy (b) completeness.
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Figure 1. Examples of objects featuring non-collaborative surfaces: reflective and texture-less (a,b) or transparent and refractive (c,d).
Figure 1. Examples of objects featuring non-collaborative surfaces: reflective and texture-less (a,b) or transparent and refractive (c,d).
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Figure 2. The basic concept of NeRF scene representation (built upon 19]).
Figure 2. The basic concept of NeRF scene representation (built upon 19]).
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Figure 3. The basic concept of 3D Gaussian Splatting (based on [46]).
Figure 3. The basic concept of 3D Gaussian Splatting (based on [46]).
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Figure 4. The common steps in a learning-based MVS workflow.
Figure 4. The common steps in a learning-based MVS workflow.
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Figure 5. The general architecture of the ZoeDepth algorithm.
Figure 5. The general architecture of the ZoeDepth algorithm.
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Figure 6. Schematic diagram of forward diffusion stage.
Figure 6. Schematic diagram of forward diffusion stage.
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Figure 7. A schematic diagram of the backward diffusion stage. (Pθ is the distribution of the Gaussian noise).
Figure 7. A schematic diagram of the backward diffusion stage. (Pθ is the distribution of the Gaussian noise).
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Figure 8. An overview of the proposed procedure to assess the performance of different 3D reconstruction methods.
Figure 8. An overview of the proposed procedure to assess the performance of different 3D reconstruction methods.
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Figure 9. The best accuracy (a) and completeness (b) for all tested methods using the Industrial_A object (Table 3).
Figure 9. The best accuracy (a) and completeness (b) for all tested methods using the Industrial_A object (Table 3).
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Figure 10. The best accuracy (a) and completeness (b) methods among all tested approaches for the Industrial_A object.
Figure 10. The best accuracy (a) and completeness (b) methods among all tested approaches for the Industrial_A object.
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Figure 11. Cross-section profiles on the Synthetic_Metallic object reconstructed with the best method from each category: (a) The location of the profile on the Synthetic_Metallic object, (b) Mono-Neus for NeRF, (c) FSGS for Gaussian Splatting, and (d) GBi-Net for MVS.
Figure 11. Cross-section profiles on the Synthetic_Metallic object reconstructed with the best method from each category: (a) The location of the profile on the Synthetic_Metallic object, (b) Mono-Neus for NeRF, (c) FSGS for Gaussian Splatting, and (d) GBi-Net for MVS.
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Figure 12. The best accuracy (a) and completeness (b) methods among all tested approaches for the transparent glass object.
Figure 12. The best accuracy (a) and completeness (b) methods among all tested approaches for the transparent glass object.
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Figure 13. Visualization of MDE results for Industrial_A object.
Figure 13. Visualization of MDE results for Industrial_A object.
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Figure 14. Visualization of MDE results of Synthetic_Metallic object.
Figure 14. Visualization of MDE results of Synthetic_Metallic object.
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Table 1. A summary of the objects used in our analyses and available in the NeRFBK dataset [17].
Table 1. A summary of the objects used in our analyses and available in the NeRFBK dataset [17].
Industrial_ASynthetic MetallicSynthetic Glass
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Numb. images,
resolution
290 images
1280 × 720 px
300 images
1080 × 1920 px
300 images
1080 × 1920 px
Ground truth (GT)Triangulation-based
laser scanner
Synthetic dataSynthetic data
CharacteristicsTexture-less/small and complexTexture-less/complex/reflectiveTransparent/highly refractive
Table 2. The evaluated methods for the 3D reconstructions of texture-less, metallic, translucent, and transparent objects.
Table 2. The evaluated methods for the 3D reconstructions of texture-less, metallic, translucent, and transparent objects.
NeRF (Section 4.2)
Instant-NGP
[26]
Mono-Neus
[192]
MonoSDF
[24]
Mono-Unisurf
[192]
Nerfacto
[80]
Neuralangelo
[25]
NeuS
[193]
Nerfacto (w/depth) [80]Nerfacto (w/o depth) [80]Unisurf
[194]
VolSDF
[195]
Gaussian Splatting (Section 4.2)
FSGS
[62]
GaussianShader
[79]
Gaussian Splatting
[45]
Scaffold-GS
[78]
Learning-based MVS (Section 4.2)
DI-MVS
[196]
ET-MVSNet
[197]
GBi-Net
[104]
GeoMVSNet
[106]
KD-MVS
[198]
MVSFormer
[199]
MVStudio
[200]
TransMVSNet
[201]
MDE (Section 4.3)
ZoeDepth
[126]
MiDaS
[130]
Depth Anything
[131]
Generative AI (Section 4.4)
One-2-3-45
[147]
DreamGaussian
[63]
Magic123
[149]
Zero-1-to-3
[163]
Table 3. Metrics for the cloud-to-mesh comparisons of the best-performing methods from each category applied to the Industrial_A object.
Table 3. Metrics for the cloud-to-mesh comparisons of the best-performing methods from each category applied to the Industrial_A object.
NeRFLearning-Based MVSGaussian Splatting
3D geometryMetrology 05 00020 i038Metrology 05 00020 i039Metrology 05 00020 i040
Comparison
result [mm]
Metrology 05 00020 i041Metrology 05 00020 i042Metrology 05 00020 i043
MethodNeuralangeloMVSFormerGaussian Splatting
Metric [mm]RMSD0.570.851.11
MAE0.430.690.89
STD0.370.490.66
Mean_E0.13−0.190.14
Table 4. Metrics for the cloud-to-mesh comparisons of the best-performing methods from each category applied to the synthetic metallic object.
Table 4. Metrics for the cloud-to-mesh comparisons of the best-performing methods from each category applied to the synthetic metallic object.
Learning-Based MVSNeRFGaussian Splatting
3D geometryMetrology 05 00020 i044Metrology 05 00020 i045Metrology 05 00020 i046
Comparison
result [mm]
Metrology 05 00020 i047Metrology 05 00020 i048Metrology 05 00020 i049
MethodGBi-NetMono-NeusFSGS
Metric [mm]RMSD0.701.381.92
MAE0.611.101.49
STD0.350.831.22
Mean_E0.000.32−0.41
Table 5. Metrics for the cloud-to-mesh comparisons of the best-performing methods from each category applied to the transparent glass object.
Table 5. Metrics for the cloud-to-mesh comparisons of the best-performing methods from each category applied to the transparent glass object.
Gaussian SplattingNeRFLearning-Based MVS
3D geometryMetrology 05 00020 i050Metrology 05 00020 i051Metrology 05 00020 i052
Comparison
result [mm]
Metrology 05 00020 i053Metrology 05 00020 i054Metrology 05 00020 i055
MethodGaussian SplattingNeuralangeloMVStudio
Metric [mm]RMSD1.542.293.14
MAE1.221.721.69
STD0.931.511.43
Mean_E0.441.190.93
Table 6. Metrics [mm] for the cloud-to-mesh comparisons of the tested MDE methods applied to the Industrial_A object.
Table 6. Metrics [mm] for the cloud-to-mesh comparisons of the tested MDE methods applied to the Industrial_A object.
MethodZoeDepthMiDaSDepth Anything
Metric [mm]RMSDMAESTDRMSDMAESTDRMSDMAESTD
View_011.671.221.140.890.680.581.951.301.44
View_021.411.090.901.461.120.941.671.221.14
View_031.191.010.862.081.561.381.280.990.82
View_041.351.110.761.771.161.321.170.880.77
Average1.411.110.921.551.131.061.521.101.04
Standard deviation0.200.090.160.510.360.370.360.200.31
Table 7. Metrics [mm] for the cloud-to-mesh comparisons of examined MDE methods applied to the Synthetic_Metallic object.
Table 7. Metrics [mm] for the cloud-to-mesh comparisons of examined MDE methods applied to the Synthetic_Metallic object.
MethodZoeDepthMiDaSDepth Anything
Metric [mm]RMSDMAESTDMetric [mm]RMSDMAESTDMetric [mm]RMSD
View_013.952.802.79View_013.952.802.79View_013.95
View_023.712.722.52View_023.712.722.52View_023.71
View_033.082.282.07View_033.082.282.07View_033.08
View_044.222.623.31View_044.222.623.31View_044.22
Average3.742.612.67Average3.742.612.67Average3.74
Standard deviation0.490.230.52Standard deviation0.490.230.52Standard deviation0.49
Table 8. Metrics for the cloud-to-mesh comparisons of the generative AI methods applied to the tested objects.
Table 8. Metrics for the cloud-to-mesh comparisons of the generative AI methods applied to the tested objects.
ObjectIndustrial_ASythetic_MetallicSythetic_Glass
Best MethodMagic123Zero-1-to-3Zero-1-to-3
3D geometryMetrology 05 00020 i056Metrology 05 00020 i057Metrology 05 00020 i058
Comparison
result [mm]
Metrology 05 00020 i059Metrology 05 00020 i060Metrology 05 00020 i061
Metric [mm]RMSD1.123.083.32
MAE0.882.462.76
STD0.681.841.85
Mean_E−0.041.262.39
Table 9. A summary of the evaluated methods for the three different non-collaborative industrial objects.
Table 9. A summary of the evaluated methods for the three different non-collaborative industrial objects.
MethodSynthetic MetallicIndustrial_ASynthetic_Glass
NeRFInstant-NGPMetrology 05 00020 i062Metrology 05 00020 i063Metrology 05 00020 i063
Mono-NeusMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i063
MonoSDFMetrology 05 00020 i062Metrology 05 00020 i063Metrology 05 00020 i063
Mono-UnisurfMetrology 05 00020 i062Metrology 05 00020 i063Metrology 05 00020 i063
Nerfacto(w/depth)-Metrology 05 00020 i062Metrology 05 00020 i062
Nerfacto(w/o depth)Metrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
NeuralangeloMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
NeuSMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i063
Neus-FactoMetrology 05 00020 i062Metrology 05 00020 i063Metrology 05 00020 i063
UnisurfMetrology 05 00020 i062Metrology 05 00020 i063Metrology 05 00020 i063
VolSDFMetrology 05 00020 i062Metrology 05 00020 i063Metrology 05 00020 i063
Gaussian SplattingFSGSMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
GaussianShaderMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
Gaussian SplattingMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
Scaffold-GSMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
MVSDI-MVSMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
ET-MVSNetMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
GBi-NetMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i063
GeoMVSNetMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i063
KD-MVSMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
MVSFormerMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
MVStudioMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
TransMVSNetMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
MDEDepth AnythingMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i063
MiDaSMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i063
ZoeDepthMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i063
Generative AIOne-2-3-45Metrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
DreamGaussianMetrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
Magic123Metrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
Zero-1-to-3Metrology 05 00020 i062Metrology 05 00020 i062Metrology 05 00020 i062
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Yan, Z.; Padkan, N.; Trybała, P.; Farella, E.M.; Remondino, F. Learning-Based 3D Reconstruction Methods for Non-Collaborative Surfaces—A Metrological Evaluation. Metrology 2025, 5, 20. https://doi.org/10.3390/metrology5020020

AMA Style

Yan Z, Padkan N, Trybała P, Farella EM, Remondino F. Learning-Based 3D Reconstruction Methods for Non-Collaborative Surfaces—A Metrological Evaluation. Metrology. 2025; 5(2):20. https://doi.org/10.3390/metrology5020020

Chicago/Turabian Style

Yan, Ziyang, Nazanin Padkan, Paweł Trybała, Elisa Mariarosaria Farella, and Fabio Remondino. 2025. "Learning-Based 3D Reconstruction Methods for Non-Collaborative Surfaces—A Metrological Evaluation" Metrology 5, no. 2: 20. https://doi.org/10.3390/metrology5020020

APA Style

Yan, Z., Padkan, N., Trybała, P., Farella, E. M., & Remondino, F. (2025). Learning-Based 3D Reconstruction Methods for Non-Collaborative Surfaces—A Metrological Evaluation. Metrology, 5(2), 20. https://doi.org/10.3390/metrology5020020

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