Texture2Splat: Textures for 3D Gaussian Splatting
Publicerad
Författare
Typ
Examensarbete för masterexamen
Master's Thesis
Master's Thesis
Modellbyggare
Tidskriftstitel
ISSN
Volymtitel
Utgivare
Sammanfattning
As virtual environments grow in complexity and realism, traditional mesh-based shading techniques face increasing limitations. Recent advances in 3D Gaussian Splatting [1] offer a promising alternative representation that is both flexible and photorealistic. However, despite its advantages, 3D Gaussian Splatting remains underexplored as a medium for material creation and texture authoring in computer graphics.
We present Texture2Splat, a two-stage system for authoring and rendering real-time textures using 3D Gaussian Splatting. In the first stage, users convert conventional Physically Based Rendering (PBR) materials and object-level details—such as fur or mesh instances—into a volumetric texture format composed of oriented 3D Gaussians. The pipeline also supports processing captured 3D Gaussian Splatting (3DGS) scenes, enabling the creation of reusable 3DGS-based textures from real-world or pre-generated data. This generation process preserves visual richness while enabling layered surface effects. In the second stage, we introduce a real-time GPU mapping algorithm that projects splats onto arbitrary mesh surfaces. Our mapping system supports advanced texture-level features including alpha blending of multiple layers, level-of-detail (LOD), and a brush-based interface for interactive painting.
We evaluate both the authoring pipeline and runtime performance. Results demonstrate that Texture2Splat enables efficient creation of expressive textures and achieves real-time rendering performance on commodity hardware. The system offers a flexible and powerful alternative to traditional 2D image-based texture workflows for complex material representations in interactive applications.
Beskrivning
Ämne/nyckelord
3D Gaussian Splatting, Texture Synthesis, Texture Mapping, Level-of- Detail
