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BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View Synthesis

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arxiv 2411.08508 v4 pith:LWTLEOZP submitted 2024-11-13 cs.CV

classification cs.CV
keywords primitivesbbsplatnovelsplattingtexturedbillboardenablinggaussian
verification ladder T0 review T1 audit T2 compute T3 formal
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We present billboard Splatting (BBSplat) - a novel approach for novel view synthesis based on textured geometric primitives. BBSplat represents the scene as a set of optimizable textured planar primitives with learnable RGB textures and alpha-maps to control their shape. BBSplat primitives can be used in any Gaussian Splatting pipeline as drop-in replacements for Gaussians. The proposed primitives close the rendering quality gap between 2D and 3D Gaussian Splatting (GS), enabling the accurate extraction of 3D mesh as in the 2DGS framework. Additionally, the explicit nature of planar primitives enables the use of the ray-tracing effects in rasterization. Our novel regularization term encourages textures to have a sparser structure, enabling an efficient compression that leads to a reduction in the storage space of the model up to x17 times compared to 3DGS. Our experiments show the efficiency of BBSplat on standard datasets of real indoor and outdoor scenes such as Tanks&Temples, DTU, and Mip-NeRF-360. Namely, we achieve a state-of-the-art PSNR of 29.72 for DTU at Full HD resolution.

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Cited by 4 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstruction

    cs.CV 2026-04 unverdicted novelty 6.0 of 10

    Neural Harmonic Textures add periodic feature interpolation and deferred neural decoding to primitive representations, achieving state-of-the-art real-time novel-view synthesis and bridging primitive and neural-field methods.

  2. A$^2$TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation

    cs.CV 2026-01 conditional novelty 6.0 of 10

    Adaptive anisotropic texture allocation reduces memory in textured Gaussian splatting while keeping rendering quality competitive.

  3. TexGS-VolVis: Expressive Scene Editing for Volume Visualization via Textured Gaussian Splatting

    cs.GR 2025-07 conditional novelty 6.0 of 10

    A textured Gaussian splatting framework enables flexible image- and text-driven style editing of volume visualizations with real-time rendering.

  4. Triangle Splatting for Real-Time Radiance Field Rendering

    cs.CV 2025-05 conditional novelty 6.0 of 10

    A triangle-soup representation with a compact normalized window function is optimized end-to-end and beats Gaussian and convex splatting baselines on LPIPS while rendering at real-time rates.

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