TextureSplat: Per-Primitive Texture Mapping for Reflective Gaussian Splatting
TextureSplat: Per-Primitive Texture Mapping for Reflective Gaussian Splatting
Gaussian Splatting have demonstrated remarkable novel view synthesis performance at high rendering frame rates. Optimization-based inverse rendering within complex capture scenarios remains however a challenging problem. A particular case is modelling complex surface light interactions for highly reflective scenes, which results in intricate high frequency specular radiance components. We hypothesize that such challenging settings can benefit from increased representation power. We hence propose a method that tackles this issue through a geometrically and physically grounded Gaussian Splatting borne radiance field, where normals and material properties are spatially variable in the primitive's local space. Using per-primitive texture maps for this purpose, we also propose to harness the GPU hardware to accelerate rendering at test time via unified material texture atlas.
Mae Younes、Adnane Boukhayma
计算技术、计算机技术
Mae Younes,Adnane Boukhayma.TextureSplat: Per-Primitive Texture Mapping for Reflective Gaussian Splatting[EB/OL].(2025-06-16)[2025-06-28].https://arxiv.org/abs/2506.13348.点此复制
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