GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modeling
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.
高斯散点在视角合成和场景重建中展示了出色的性能。这种表示通过优化场景中成千上万甚至数百万的2D或3D高斯基元的位置、尺度、颜色和透明度,达到了逼真的视觉效果。然而,由于每个高斯基元同时编码了外观和几何信息,这些属性之间紧密耦合——因此,即使场景几何简单(例如纹理化的平面表面),高保真的外观建模仍然需要大量的高斯基元。为了解决这一问题,我们提出为每个2D高斯基元添加纹理,这样即便单个高斯也能捕捉到外观细节。通过每个基元的纹理化,我们的外观表示对场景几何的拓扑和复杂度保持无关性。我们的研究表明,提出的方法GStex在高斯散点的纹理化方面相比于之前的工作能提高视觉质量。此外,我们证明了这种解耦使得在减少高斯基元数量的情况下,GStex在新视角合成的性能优于2D高斯散点,并且GStex可以用于场景外观编辑和重新纹理化。