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 simply an ellipsoid. These properties of 3D Gaussian Splatting greatly limit the expressivity of individual Gaussian primitves.
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 spatial color and opacity variation across the extent of each Gaussian. As such, each Gaussian is capable of representing 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 already 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 level and scene level, and demonstrate image quality improvements over existing methods while using a similar or lower number of Gaussians.
Textured Gaussians encapsulate four kinds of color and opacity spatial variations. The top row of the figure shows the texture map associated with each Gaussian, and the bottom row shows the rendered Textured Gaussians. The constant-color and constant-alpha model (no textures) corresponds to the origianl 3DGS formation, which can only represent a single color up to a Gaussian falloff factor within the Gaussian extent. Textured Gaussians can already model spatially varying colors using only alpha textures since each pixel can be alpha-composited differently. The model achieves maximum expressivity when leveraging the full RGBA texture map, where each Gaussian is capable of representing complex shapes and high frequency textures.
Our method consists of three major components: ray-Gaussian intersection, RGBA texture mapping, and a generalized Gaussian appearance model. To render the color of a pixel, we
Through texturing Gaussians, our model achieves strictly better novel-view synthesis (NVS) quality compared to 3DGS when using the same number of Gaussians. Here, we show NVS performance in terms of PSNR / SSIM / LPIPS for our RGBA Textured Gaussians models and 3DGS models with the same number of Gaussians. Our models consistently achieves better NVS performance.
There are multiple concurrent works that explore concepts similar to our paper. Here are some of them:
In this section, we show novel-view synthesis (NVS) video results of extensive experiments and ablation studies. Due to file size constraints, we show compressed videos of scene-level NVS results of selected scenes from the Mip-NeRF 360, Tanks and Temples, Deep Blending, and our custom-captured datasets.
We optimize 3DGS and our RGBA Textured Gaussians models with varying numbers of Gaussians, ranging from 1% of the default optimized number to 100% of the default optimized number of Gaussians. We allocate a fixed amount of texels to each model. Hence, the texture map resolution of models with more Gaussians will be smaller.
When toggling between 3DGS and Ours while using the same number of Gaussians, our method clearly reconstructs sharper details and is most evident with fewer Gaussians. When varying the number of Gaussians using the slider, we see that recontruction performance improves as the number of Gaussians increase, as expected.
Please hover over the video and click on the controls to pause / play the sync videos and toggle between different scenes and models. Scroll through the scrollbar in the Scene column to go through all scenes.
We optimized our Textured Gaussians model with alpha (A), RGB, and RGBA texture maps with 1% of the default number of optimized Gaussians, and visualize the alpha modulated and composited base and texture color components, and the final rendered color (labelled base + texture). We also show 3DGS optimized with the same number of Gaussians as comparison.
With alpha textures, we see from results of the alpha-only and RGBA textures model that high-frequency details can already be recosntructed well with the base color component due to spatially varying alpha modulation and composition. With RGB textures, the base color component can only reconstruct low-frequency color variations while the texture map color components reconstructs the "residual" details.
Please hover over the video and click on the controls to pause / play the sync videos and toggle between different scenes and models. Scroll through the scrollbar in the Scene column to go through all scenes.