Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting
Recent extensions of 3D Gaussian Splatting (3DGS) capture fine color details using hash-grid-based appearance parameterization but incur high computational cost during fragment rendering. We introduce a decoupled radiance representation that models low-frequency geometry and view dependent appearance features with 2D surfels while representing high-frequency textures via a view-independent spatial hash grid that is baked into a compact texture atlas. By including sparsity-enhancing optimizations that penalize semi-transparency and per-primitive falloff, our method aggressively prunes insignifi
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- LinkedLinked via arxiv author · 85%Neel Kelkar →
“Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting”
- LinkedLinked via arxiv author · 85%Simon Niedermayr →
“Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting”
- LinkedLinked via arxiv author · 85%Kaloian Petkov →
“Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting”
- LinkedLinked via arxiv author · 85%Klaus Engel →
“Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting”
- LinkedLinked via arxiv author · 85%Rüdiger Westermann →
“Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting”
