Projecting Radiance Fields to Mesh Surfaces
Adrian Xuan Wei Lim, Lynnette Hui Xian Ng, Nicholas Kyger, Tomo, Michigami, Faraz Baghernezhad

TL;DR
This paper introduces a fast and efficient method for transferring textures from radiance fields to mesh surfaces, enabling high-quality avatar manipulation with significantly reduced computation time.
Contribution
It combines radiance fields and mesh projections using Gaussian Splatter, achieving rapid texture transfer suitable for diverse devices.
Findings
Projection completes in 1.12s on CPU
Outperforms baseline techniques in speed
Reduces computational requirements significantly
Abstract
Radiance fields produce high fidelity images with high rendering speed, but are difficult to manipulate. We effectively perform avatar texture transfer across different appearances by combining benefits from radiance fields and mesh surfaces. We represent the source as a radiance field using 3D Gaussian Splatter, then project the Gaussians on the target mesh. Our pipeline consists of Source Preconditioning, Target Vectorization and Texture Projection. The projection completes in 1.12s in a pure CPU compute, compared to baselines techniques of Per Face Texture Projection and Ray Casting (31s, 4.1min). This method lowers the computational requirements, which makes it applicable to a broader range of devices from low-end mobiles to high end computers.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
