TextureSplat: Per-Primitive Texture Mapping for Reflective Gaussian Splatting
Mae Younes, Adnane Boukhayma
TL;DR
TextureSplat extends 2D Gaussian Splatting by introducing per-primitive texture maps for materials and normals, enabling high-frequency, view-dependent appearance in highly reflective scenes. The approach decouples geometry and appearance, leveraging normal mapping and texture atlases within a physically-based deferred rendering pipeline to preserve real-time performance. Empirical results show clearer reflections, sharper specular highlights, and strong normal and material decomposition, with hardware-accelerated texture sampling mitigating the cost of textures. This work demonstrates that enriching appearance representation can outperform purely geometric densification for reflective scene reconstruction while remaining computationally efficient.
Abstract
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. Code will be available at https://github.com/maeyounes/TextureSplat
