GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modeling
Victor Rong, Jingxiang Chen, Sherwin Bahmani, Kiriakos N. Kutulakos, David B. Lindell
TL;DR
GStex addresses the coupling of appearance and geometry in Gaussian splatting by introducing per-Gaussian texture maps that independently encode albedo while retaining Gaussian geometry. It initializes from standard 2D Gaussian splatting and jointly optimizes textures with view-dependent components through a two-stage process, enabling fine-grained appearance edits and robust novel-view synthesis with fewer primitives. The method combines texture lookups with spherical harmonics in a rendering model and supports texture painting and procedural re-texturing, yielding improved high-frequency detail and editing capabilities compared to prior texture approaches. GStex thus bridges Gaussian-based scene representations with conventional texturing paradigms, offering enhanced visual fidelity, editability, and potential integration with traditional graphics pipelines.
Abstract
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.
