GRCVJun 16, 2025

TextureSplat: Per-Primitive Texture Mapping for Reflective Gaussian Splatting

arXiv:2506.13348v15 citationsh-index: 13
Originality Incremental advance
AI Analysis

This addresses a challenging inverse rendering problem for reflective scenes in computer vision and graphics, though it appears incremental as it builds on existing Gaussian Splatting frameworks.

The paper tackles the problem of modeling complex surface light interactions in highly reflective scenes for Gaussian Splatting, proposing a method that uses per-primitive texture maps for normals and material properties to achieve improved representation power and GPU-accelerated rendering.

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.

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