Research map / 3D vision / Gaussian splatting
Textured Gaussians for Enhanced 3D Scene Appearance Modeling
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Augments each 3D Gaussian with an alpha, RGB, or RGBA texture map (custom CUDA ray-Gaussian intersection) so Gaussians can model spatially varying color and opacity, improving novel-view synthesis especially with few Gaussians.
Problem
3D Gaussian Splatting limits per-Gaussian expressivity: pixels covered by one Gaussian share a color (up to falloff) and each Gaussian is only a simple ellipsoid, so detailed appearance is hard to model.
Approach
Attach a per-Gaussian 2D texture map (alpha, RGB, or RGBA) on the Gaussian's local tangent plane, sampled via ray-plane intersection and UV mapping, and composite spatially varying color and alpha; alpha textures let Gaussians represent non-ellipsoidal shapes.
Key results
- With 1% of the default Gaussians, Textured Gaussians improve over 3DGS* by nearly 2 dB PSNR on scene-level datasets (e.g., Deep Blending 24.83 vs 23.97).
- Full RGBA textures give better PSNR than 3DGS* on most datasets at the default Gaussian count (e.g., Blender 33.24 vs 33.08).
- At equal model size, alpha-only textures outperform 3DGS* on Blender, Tanks and Temples, and Deep Blending (e.g., Deep Blending 28.36 vs 28.04 PSNR).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add RGBA textures to Gaussians | 3DGS* · Blender, Mip-NeRF 360, DTU, Tanks and Temples, Deep Blending | PSNR: 33.08 -> 33.24; 27.26 -> 27.35; 33.54 -> 33.61; 24.18 -> 24.26; 28.04 -> 28.33 | Helped |
| use alpha-only textures at the same model size (ablation) | Textured Gaussians · Blender, Mip-NeRF 360, DTU, Tanks and Temples, Deep Blending | PSNR: 33.08 -> 33.12; 27.26 -> 27.37; 33.53 -> 33.45; 24.17 -> 24.38; 28.04 -> 28.36 | Mixed |
| use RGBA textures at the same model size (ablation) | Textured Gaussians · Blender, Mip-NeRF 360, DTU, Tanks and Temples, Deep Blending | PSNR: 33.08 -> 33.03; 27.26 -> 27.26; 33.53 -> 33.41; 24.17 -> 24.28; 28.04 -> 28.52 | Mixed |
| use RGB textures rather than alpha-only or RGBA textures (ablation) | Textured Gaussians · Blender, Tanks and Temples, Deep Blending | PSNR | Mixed |
Surprising findings
- Alpha-only textures outperform RGB textures and perform comparably to RGBA textures while using one-third and one-fourth of the model size.
- Alpha-only textures let Gaussians represent complex shapes and high-frequency textures via spatially varying opacity, despite being simpler than RGBA.
Limitations
- 2D diffuse texture maps assume textures lie on a local surface and do not model spatially varying specular color.
- Texture representation limited to planar 2D maps; does not extend to volumetric textures or 5D radiance fields without future work.
- Baseline 3DGS* is the authors' own reimplementation, and Xu et al. results are partly from others' runs, complicating comparisons.
Experimental setup
Datasets: Blender Mip-NeRF 360 DTU Tanks and Temples Deep Blending
Benchmarks: Blender Mip-NeRF 360 DTU Tanks and Temples Deep Blending
Metrics: PSNR SSIM LPIPS
Baselines: 3DGS Xu et al. (texture-mapped Gaussians) Instant-NGP Mip-NeRF 360 GStex
Builds on: 3D Gaussian Splatting Gaussian Opacity Fields mesh texture mapping
Closest papers by meaning
- IBGS: Image-Based Gaussian Splatting (NeurIPS 2025 · similarity 0.95)
- GaussianPro: 3D Gaussian Splatting with Progressive Propagation (ICML 2024 · similarity 0.92)
- UVGS: Reimagining Unstructured 3D Gaussian Splatting using UV Mapping (CVPR 2025 · similarity 0.92)
- Optimized Minimal 3D Gaussian Splatting (NeurIPS 2025 · similarity 0.91)
- Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting (NeurIPS 2024 · similarity 0.91)
- Gaussian Herding across Pens: An Optimal Transport Perspective on Global Gaussian Reduction for 3DGS (NeurIPS 2025 · similarity 0.91)
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