Gaussian splatting has demonstrated excellent performance for view synthesis and scene reconstruction. The representation achieves photorealistic quality by optimizing the position, scale, color, and opacity of thousands to millions of 2D or 3D Gaussian primitives within a scene. However, since each Gaussian primitive encodes both appearance and geometry, these attributes are strongly coupled--thus, high-fidelity appearance modeling requires a large number of Gaussian primitives, even when the scene geometry is simple (e.g., for a textured planar surface). We propose to texture each 2D Gaussian primitive so that even a single Gaussian can be used to capture appearance details. By employing per-primitive texturing, our appearance representation is agnostic to the topology and complexity of the scene's geometry. We show that our approach, GStex, yields improved visual quality over prior work in texturing Gaussian splats. Furthermore, we demonstrate that our decoupling enables improved novel view synthesis performance compared to 2D Gaussian splatting when reducing the number of Gaussian primitives, and that GStex can be used for scene appearance editing and re-texturing.
翻译:高斯泼溅在视图合成与场景重建任务中展现出卓越性能。该表示方法通过优化场景中数千至数百万个二维或三维高斯基元的位置、尺度、颜色与不透明度,实现了照片级真实感。然而,由于每个高斯基元同时编码外观与几何信息,这些属性存在强耦合关系——即使场景几何结构简单(例如纹理化平面),高保真外观建模仍需大量高斯基元。本文提出对每个二维高斯基元进行纹理映射,使得单个高斯基元即可捕获外观细节。通过采用逐基元纹理化技术,我们的外观表示与场景几何的拓扑结构及复杂度无关。实验表明,所提方法GStex在纹理化高斯泼溅任务中较现有工作具有更优的视觉质量。此外,当减少高斯基元数量时,我们的解耦方法相较于二维高斯泼溅能提升新视图合成性能,且GStex可用于场景外观编辑与重纹理化任务。