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HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Rendering
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Recent advancements in neural rendering, particularly 2D Gaussian Splatting (2DGS), have shown promising results for jointly reconstructing fine appearance and geometry by leveraging 2D Gaussian surfels. However, current methods face significant challenges when rendering at arbitrary viewpoints, such as anti-aliasing for down-sampled rendering, and texture detail preservation for high-resolution rendering. We proposed a novel method to align the 2D surfels with texture maps and augment it with per-ray depth sorting and fisher-based pruning for rendering consistency and efficiency. With correct order, per-surfel texture maps significantly improve the capabilities to capture fine details. Additionally, to render high-fidelity details in varying viewpoints, we designed a frustum-based sampling method to mitigate the aliasing artifacts. Experimental results on benchmarks and our custom texture-rich dataset demonstrate that our method surpasses existing techniques, particularly in detail preservation and anti-aliasing.
Forward citations
Cited by 2 Pith papers
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A$^2$TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation
Adaptive anisotropic texture allocation reduces memory in textured Gaussian splatting while keeping rendering quality competitive.
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TexGS-VolVis: Expressive Scene Editing for Volume Visualization via Textured Gaussian Splatting
A textured Gaussian splatting framework enables flexible image- and text-driven style editing of volume visualizations with real-time rendering.
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