{"as_of":"2026-08-07T19:08:00Z","caps":{"database_statements":6,"inbound":100,"outbound":100},"context_digest":"sha256:609c9b9d23883f2b5673139aa3f008e1b0db79bbb95e9b1388939eafb1b85aea","coverage":[{"denominator":8,"lane":"reference_resolution","note":"Typed states for the displayed outbound observations.","records_observed":8,"source":"paper_references, paper_reference_links","source_observed_at":"2026-08-03T10:44:00.841738Z","state":"measured"},{"denominator":9,"lane":"standing_notices","note":"One-hop event checks from named stored sources.","records_observed":9,"source":"scholarly_work_events, retraction_status_cache","source_observed_at":"2026-08-07T06:34:17.273281+00:00","state":"measured"},{"denominator":1,"lane":"inbound_itemization","note":"Pith citing papers itemized under the disclosed page cap.","records_observed":1,"source":"paper_references, paper_reference_links","source_observed_at":"2026-07-31T22:41:21.459647Z","state":"measured"},{"denominator":1,"lane":"external_citation_measurements","note":"A source-named dated measurement, never combined with another source.","records_observed":0,"source":"cited_works","source_observed_at":null,"state":"measured"}],"external_citation_measurements":[],"inbound":[{"citation":{"cited_paper":{"arxiv_id":"2601.09243","last_updated":"2026-07-16T11:17:04Z","snapshot_observed_at":"2026-08-07T03:32:30.697108Z","submitted_at":"2026-01-14T07:26:55Z","title":"A$^2$TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation","version":2},"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":"2601.09243","snapshot_observed_at":"2026-07-31T22:41:21.459647Z","title":"𝐴2TG: Adaptive anisotropic textured Gaussians for efficient 3D scene representation","venue":null,"work_id":null,"year":2026},"citing_paper":{"arxiv_id":"2607.27943","last_updated":"2026-07-30T09:51:18Z","snapshot_observed_at":"2026-08-07T00:59:34.605193Z","submitted_at":"2026-07-30T09:51:18Z","title":"Compact Representation of Mipmapped SVBRDFs via Shared Gaussians","version":1},"reference_index":45,"source":"pdf_text","source_observed_at":"2026-07-31T22:41:21.459647Z"},"links":{"cited_paper":"/paper/2601.09243","citing_paper":"/paper/2607.27943"},"observation_digest":"sha256:1df979dac41821495aaebffc8c003036a5632a2a4fae4e76d5f1978ee83e9657","observation_id":"d927fba3-8017-48a5-80c8-315784bd544d","resolution":{"observed_at":"2026-07-31T22:41:21.459647Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}}],"links":{"evidence":"/evidence","html":"/paper/2601.09243/citation-record","integrity":"/paper/2601.09243/integrity","json":"/paper/2601.09243/citation-record.json","paper":"/paper/2601.09243"},"outbound":[{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-03T10:44:00.825318Z","title":"Taming 3DGS: High-quality radiance fields with limited resources","venue":null,"work_id":null,"year":2024},"citing_paper":{"arxiv_id":"2601.09243","last_updated":"2026-07-16T11:17:04Z","snapshot_observed_at":"2026-08-07T03:32:30.697108Z","submitted_at":"2026-01-14T07:26:55Z","title":"A$^2$TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation","version":2},"reference_index":3,"source":"pdf_text","source_observed_at":"2026-08-03T10:44:00.825318Z"},"links":{"citing_paper":"/paper/2601.09243"},"observation_digest":"sha256:0353ae6e7fbd44b6ac25a60275f276a257aa2107f5fd2c8f34ce7a59b5cc8682","observation_id":"4dd9ebb9-9fd2-4d93-a363-f6164d090187","resolution":{"observed_at":"2026-08-03T10:44:00.825318Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":{"arxiv_id":"2412.01823","last_updated":"2024-12-02T18:59:09Z","snapshot_observed_at":"2026-07-06T20:00:28.112838Z","submitted_at":"2024-12-02T18:59:09Z","title":"HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Rendering","version":1},"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":"2412.01823","snapshot_observed_at":"2026-08-03T10:44:00.828507Z","title":"Hdgs: Textured 2d gaussian splatting for enhanced scene rendering.arXiv preprint arXiv:2412.01823,","venue":null,"work_id":null,"year":null},"citing_paper":{"arxiv_id":"2601.09243","last_updated":"2026-07-16T11:17:04Z","snapshot_observed_at":"2026-08-07T03:32:30.697108Z","submitted_at":"2026-01-14T07:26:55Z","title":"A$^2$TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation","version":2},"reference_index":4,"source":"pdf_text","source_observed_at":"2026-08-03T10:44:00.828507Z"},"links":{"cited_paper":"/paper/2412.01823","citing_paper":"/paper/2601.09243"},"observation_digest":"sha256:abc6e7abe0d85b544309afde9e47c3031a1d0cd4ca1838325acc65556dfa545b","observation_id":"d14c7b7c-b303-4b10-b7a4-e5ac30b7eb1e","resolution":{"observed_at":"2026-08-03T10:44:00.828507Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":{"arxiv_id":"2411.08508","last_updated":"2025-03-10T13:33:06Z","snapshot_observed_at":"2026-07-06T19:49:38.886114Z","submitted_at":"2024-11-13T10:43:39Z","title":"BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View Synthesis","version":4},"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":"2411.08508","snapshot_observed_at":"2026-08-03T10:44:00.831685Z","title":"BillBoard Splatting (BB- Splat): Learnable textured primitives for novel view synthesis.arXiv preprint arXiv:2411.08508,","venue":null,"work_id":null,"year":null},"citing_paper":{"arxiv_id":"2601.09243","last_updated":"2026-07-16T11:17:04Z","snapshot_observed_at":"2026-08-07T03:32:30.697108Z","submitted_at":"2026-01-14T07:26:55Z","title":"A$^2$TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation","version":2},"reference_index":5,"source":"pdf_text","source_observed_at":"2026-08-03T10:44:00.831685Z"},"links":{"cited_paper":"/paper/2411.08508","citing_paper":"/paper/2601.09243"},"observation_digest":"sha256:e9f90f40eac5eaae6448028bbe42e6f91bffd8f7ac9606239e5b984704a5e47d","observation_id":"1b554d7d-60f0-4041-84c7-71df1074602f","resolution":{"observed_at":"2026-08-03T10:44:00.831685Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":{"arxiv_id":"2412.12734","last_updated":"2024-12-17T09:57:04Z","snapshot_observed_at":"2026-07-06T20:08:25.509132Z","submitted_at":"2024-12-17T09:57:04Z","title":"Gaussian Billboards: Expressive 2D Gaussian Splatting with Textures","version":1},"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":"2412.12734","snapshot_observed_at":"2026-08-03T10:44:00.835174Z","title":"Gaussian billboards: Expressive 2d gaussian splatting with textures.arXiv preprint arXiv:2412.12734,","venue":null,"work_id":null,"year":null},"citing_paper":{"arxiv_id":"2601.09243","last_updated":"2026-07-16T11:17:04Z","snapshot_observed_at":"2026-08-07T03:32:30.697108Z","submitted_at":"2026-01-14T07:26:55Z","title":"A$^2$TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation","version":2},"reference_index":6,"source":"pdf_text","source_observed_at":"2026-08-03T10:44:00.835174Z"},"links":{"cited_paper":"/paper/2412.12734","citing_paper":"/paper/2601.09243"},"observation_digest":"sha256:8bd83a1c40c15df7332c867a28a0f448307a7a0b4868ab63e6ae867ed660065c","observation_id":"f34f58e0-a5e6-44af-a7e9-eb9386449e16","resolution":{"observed_at":"2026-08-03T10:44:00.835174Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":{"arxiv_id":"2411.18966","last_updated":"2026-05-04T06:16:40Z","snapshot_observed_at":"2026-08-02T15:40:22.586241Z","submitted_at":"2024-11-28T07:36:22Z","title":"SVGS: Enhancing Gaussian Splatting Using Primitives with Spatially Varying Colors","version":2},"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":"2411.18966","snapshot_observed_at":"2026-08-03T10:44:00.838430Z","title":"SuperGaussians: Enhancing gaussian splatting using primitives with spatially varying colors.arXiv preprint arXiv:2411.18966, 2024a","venue":null,"work_id":null,"year":null},"citing_paper":{"arxiv_id":"2601.09243","last_updated":"2026-07-16T11:17:04Z","snapshot_observed_at":"2026-08-07T03:32:30.697108Z","submitted_at":"2026-01-14T07:26:55Z","title":"A$^2$TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation","version":2},"reference_index":7,"source":"pdf_text","source_observed_at":"2026-08-03T10:44:00.838430Z"},"links":{"cited_paper":"/paper/2411.18966","citing_paper":"/paper/2601.09243"},"observation_digest":"sha256:532d2611afc3603f58100be1760c638f1a8b747ebe253fb3d5a495d9162441af","observation_id":"735d862d-e755-45e0-9970-0af7c5e52d11","resolution":{"observed_at":"2026-08-03T10:44:00.838430Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-03T10:44:00.841738Z","title":"During rendering, after computing the UV coordinate of the intersection between a pixel and a Gaussian along the camera ray, we fetch texture values using bilinear interpolation","venue":null,"work_id":null,"year":2024},"citing_paper":{"arxiv_id":"2601.09243","last_updated":"2026-07-16T11:17:04Z","snapshot_observed_at":"2026-08-07T03:32:30.697108Z","submitted_at":"2026-01-14T07:26:55Z","title":"A$^2$TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation","version":2},"reference_index":8,"source":"pdf_text","source_observed_at":"2026-08-03T10:44:00.841738Z"},"links":{"citing_paper":"/paper/2601.09243"},"observation_digest":"sha256:03f732b9a3ca0eff7f3cea313a4dc7409ac7c62ee77a5bb9602752d8d8a06609","observation_id":"cfb341a7-a665-4735-90c2-0277fc8d30fa","resolution":{"observed_at":"2026-08-03T10:44:00.841738Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-03T10:44:00.817935Z","title":"Deep blending for free-viewpoint image-based rendering","venue":null,"work_id":null,"year":2024},"citing_paper":{"arxiv_id":"2601.09243","last_updated":"2026-07-16T11:17:04Z","snapshot_observed_at":"2026-08-07T03:32:30.697108Z","submitted_at":"2026-01-14T07:26:55Z","title":"A$^2$TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation","version":2},"reference_index":2024,"source":"pdf_text","source_observed_at":"2026-08-03T10:44:00.817935Z"},"links":{"citing_paper":"/paper/2601.09243"},"observation_digest":"sha256:7fb8a15e713ec9bd25c6b9f27c40491fab2ff23dc5fd8600d33d00246c9f61e5","observation_id":"14e939e9-2573-4206-aafe-9071b320a8b7","resolution":{"observed_at":"2026-08-03T10:44:00.817935Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":{"arxiv_id":"2407.09733","last_updated":"2024-11-13T17:07:45Z","snapshot_observed_at":"2026-08-04T07:39:22.066014Z","submitted_at":"2024-07-13T00:45:37Z","title":"Textured-GS: Gaussian Splatting with Spatially Defined Color and Opacity","version":3},"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":"2407.09733","snapshot_observed_at":"2026-08-03T10:44:00.821853Z","title":"Textured-GS: Gaussian splatting with spatially defined color and opacity.arXiv preprint arXiv:2407.09733,","venue":null,"work_id":null,"year":null},"citing_paper":{"arxiv_id":"2601.09243","last_updated":"2026-07-16T11:17:04Z","snapshot_observed_at":"2026-08-07T03:32:30.697108Z","submitted_at":"2026-01-14T07:26:55Z","title":"A$^2$TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation","version":2},"reference_index":2025,"source":"pdf_text","source_observed_at":"2026-08-03T10:44:00.821853Z"},"links":{"cited_paper":"/paper/2407.09733","citing_paper":"/paper/2601.09243"},"observation_digest":"sha256:9fbae6e3de60797e49c435f513bc423e1e4369d247a2d9eb6d4e8ee12d101d6d","observation_id":"b262219c-96d5-465f-85d0-2d464bc636d8","resolution":{"observed_at":"2026-08-03T10:44:00.821853Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}}],"paper":{"arxiv_id":"2601.09243","last_updated":"2026-07-16T11:17:04Z","latest_version":2,"primary_category":"cs.CV","snapshot_observed_at":"2026-08-07T03:32:30.697108Z","submitted_at":"2026-01-14T07:26:55Z","title":"A$^2$TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation"},"reference_resolution":{"displayed":8,"state_counts":{"malformed_identifier":0,"metadata_mismatch":0,"parse_uncertain":0,"unresolved":8,"verified_exact":0,"verified_fuzzy":0},"total_outbound_references":8},"refusal":"A citation records a reference. It does not transfer a finding from one paper to another.","schema":"pith.paper-citation-record.v1","standing_sources":[{"observed_at":"2026-08-07T06:34:17.273281+00:00","source":"crossref"},{"observed_at":"2026-08-07T06:34:11.927384+00:00","source":"retraction_watch"}],"thesis":"As of 7 August 2026, this Paper Citation Record lists 8 of 8 outbound references and 1 inbound Pith citation observation for arXiv:2601.09243."}