Texture2Splat: Textures for 3D Gaussian Splatting
| dc.contributor.author | Qinguyan, Ma | |
| dc.contributor.author | Lu, Weilong | |
| dc.contributor.department | Chalmers tekniska högskola / Institutionen för data och informationsteknik | sv |
| dc.contributor.department | Chalmers University of Technology / Department of Computer Science and Engineering | en |
| dc.contributor.examiner | Assarsson, Ulf | |
| dc.contributor.supervisor | Sintorn, Erik | |
| dc.date.accessioned | 2025-12-02T11:18:23Z | |
| dc.date.issued | 2025 | |
| dc.date.submitted | ||
| dc.description.abstract | 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. | |
| dc.identifier.coursecode | DATX05 | |
| dc.identifier.uri | http://hdl.handle.net/20.500.12380/310786 | |
| dc.language.iso | eng | |
| dc.relation.ispartofseries | CSE 25-77 | |
| dc.setspec.uppsok | Technology | |
| dc.subject | 3D Gaussian Splatting, Texture Synthesis, Texture Mapping, Level-of- Detail | |
| dc.title | Texture2Splat: Textures for 3D Gaussian Splatting | |
| dc.type.degree | Examensarbete för masterexamen | sv |
| dc.type.degree | Master's Thesis | en |
| dc.type.uppsok | H | |
| local.programme | Interaction design and technologies (MPIDE), MSc |
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