Textured Gaussians for Enhanced 3D Scene Appearance Modeling
Brian Chao, Hung-Yu Tseng, Lorenzo Porzi, Chen Gao, Tuotuo Li, Qinbo Li, Ayush Saraf, Jia-Bin Huang, Johannes Kopf, Gordon Wetzstein, Changil Kim
TL;DR
This work extends 3D Gaussian Splatting by attaching per-Gaussian texture maps (alpha, RGB, or RGBA) to each Gaussian, enabling spatially varying color and opacity and substantially increasing expressive power without increasing the primitive count. The approach leverages ray-Gaussian intersection, plane-based UV mapping, and joint optimization of textures with the Gaussian parameters in a two-stage training regime, achieving superior novel-view synthesis across object- and scene-level benchmarks. Notably, alpha-only textures offer strong gains with smaller model budgets, while full RGBA textures deliver the best overall fidelity, albeit with higher memory costs and training time. The method maintains the advantageous properties of 3DGS—explicit 3D primitives and fast rendering—while enabling finer appearance detail and complex geometries, with potential extensions to dynamic scenes and 3D texture representations.
Abstract
3D Gaussian Splatting (3DGS) has recently emerged as a state-of-the-art 3D reconstruction and rendering technique due to its high-quality results and fast training and rendering time. However, pixels covered by the same Gaussian are always shaded in the same color up to a Gaussian falloff scaling factor. Furthermore, the finest geometric detail any individual Gaussian can represent is a simple ellipsoid. These properties of 3DGS greatly limit the expressivity of individual Gaussian primitives. To address these issues, we draw inspiration from texture and alpha mapping in traditional graphics and integrate it with 3DGS. Specifically, we propose a new generalized Gaussian appearance representation that augments each Gaussian with alpha~(A), RGB, or RGBA texture maps to model spatially varying color and opacity across the extent of each Gaussian. As such, each Gaussian can represent a richer set of texture patterns and geometric structures, instead of just a single color and ellipsoid as in naive Gaussian Splatting. Surprisingly, we found that the expressivity of Gaussians can be greatly improved by using alpha-only texture maps, and further augmenting Gaussians with RGB texture maps achieves the highest expressivity. We validate our method on a wide variety of standard benchmark datasets and our own custom captures at both the object and scene levels. We demonstrate image quality improvements over existing methods while using a similar or lower number of Gaussians.
