Gaussian Billboards: Expressive 2D Gaussian Splatting with Textures
Sebastian Weiss, Derek Bradley
TL;DR
This work introduces Gaussian Billboards, an enhancement to 2D Gaussian Splatting that replaces each splat's solid color with a small per-primitive texture grid defined over a limited uv extent. By performing bilinear color interpolation tied to the splat's uv- coordinates, the method expresses richer surface textures without increasing the primitive count, improving image fidelity and 3D reconstruction quality. The authors provide detailed ablations on texture extent and resolution, demonstrate gains on image fitting, and show improved 3D reconstructions on NeRF360 and face datasets, with practical considerations for training efficiency. The approach is positioned as orthogonal to other refinements and may synergize with methods that modulate opacity or texture globally.
Abstract
Gaussian Splatting has recently emerged as the go-to representation for reconstructing and rendering 3D scenes. The transition from 3D to 2D Gaussian primitives has further improved multi-view consistency and surface reconstruction accuracy. In this work we highlight the similarity between 2D Gaussian Splatting (2DGS) and billboards from traditional computer graphics. Both use flat semi-transparent 2D geometry that is positioned, oriented and scaled in 3D space. However 2DGS uses a solid color per splat and an opacity modulated by a Gaussian distribution, where billboards are more expressive, modulating the color with a uv-parameterized texture. We propose to unify these concepts by presenting Gaussian Billboards, a modification of 2DGS to add spatially-varying color achieved using per-splat texture interpolation. The result is a mixture of the two representations, which benefits from both the robust scene optimization power of 2DGS and the expressiveness of texture mapping. We show that our method can improve the sharpness and quality of the scene representation in a wide range of qualitative and quantitative evaluations compared to the original 2DGS implementation.
