Textured Gaussians for Enhanced 3D Scene Appearance Modeling
Brian Chao, Hung-Yu Tseng, Lorenzo Porzi, Chen Gao, Tuotuo Li, Qinbo Li, Ayush Saraf, Jia-Bin Huang, Johannes Kopf, Gordon Wetzstein, Changil Kim

TL;DR
This paper introduces textured Gaussian representations for 3D scene modeling, enhancing expressivity and detail by integrating texture maps with Gaussian primitives, leading to improved rendering quality.
Contribution
It proposes augmenting 3D Gaussian primitives with texture maps inspired by traditional graphics, significantly increasing their expressivity for better scene reconstruction.
Findings
Improved image quality over existing methods.
Achieves higher expressivity with fewer Gaussians.
Validates on diverse datasets and captures.
Abstract
3D Gaussian Splatting (3DGS) has recently emerged as a state-of-the-art 3D reconstruction and rendering technique due to its high-quality results and fast training and rendering time. However, pixels covered by the same Gaussian are always shaded in the same color up to a Gaussian falloff scaling factor. Furthermore, the finest geometric detail any individual Gaussian can represent is a simple ellipsoid. These properties of 3DGS greatly limit the expressivity of individual Gaussian primitives. To address these issues, we draw inspiration from texture and alpha mapping in traditional graphics and integrate it with 3DGS. Specifically, we propose a new generalized Gaussian appearance representation that augments each Gaussian with alpha~(A), RGB, or RGBA texture maps to model spatially varying color and opacity across the extent of each Gaussian. As such, each Gaussian can represent a…
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.
Taxonomy
TopicsFace recognition and analysis · 3D Shape Modeling and Analysis · Generative Adversarial Networks and Image Synthesis
MethodsSparse Evolutionary Training
