arXiv:2609.14105v1 Announce Type: new
Abstract: Heat Kernel Textures (HKTex) represent surface appearance with intrinsic anisotropic
kernels, but evaluate them using 50 global Laplace-Beltrami eige...
By Zhewen He, Junyi Hu, Yi Fang
arXiv:2609.23380v1 Announce Type: new
Abstract: Gaussian Splatting has enabled real-time novel view synthesis, but its tightly coupled geometry and appearance representation often require a large num...
By Zhiwei Li, Yijia Guo, Yishi Lu, Liwen Hu, Hong Rao, Shengbo Chen, Lei Ma
ADATEX4D introduces an adaptive texture-capacity module for deformation-based 4D Gaussian Splatting, allowing each Gaussian to carry packed RGBA triplanes whose axes grow independently based on visibility-normalized screen-space gradients and deformed local scales. The method reduces texture storage by more than half on datasets such as N3DV and PanopticSports while preserving reconstruction quality. Under fixed memory budgets, adaptive allocation improves quality over uniform texture assignment and lowers overall model and peak memory usage.
By De Jiang, Peiqiang Wang, Kehong Yuan, Shaohua Ma
ADATEX4D introduces an adaptive texture-capacity module for 4D Gaussian Splatting, allowing each Gaussian to carry packed RGBA triplanes whose axes grow independently based on visibility-normalized screen-space gradients and deformed local scales. This approach reduces texture storage by more than half while maintaining reconstruction quality, as shown in experiments on N3DV and PanopticSports. Under fixed memory budgets, adaptive allocation improves quality over uniform texture assignment and lowers overall model and peak memory usage.
arXiv:2606. 31637v1 Announce Type: cross Abstract: Intrinsic decomposition which expresses image colors as the product of diffuse albedo and shading, possibly augmented with view-dependent residuals has a long history in image editing as it enables the modification of object colors and textures without altering lighting.
By Alexandre Lanvin, Jeffrey Hu, Simon Lucas, Adrien Bousseau, George Drettakis
arXiv:2607.13808v2 Announce Type: replace
Abstract: Neural radiance representations in Gaussian Splatting (GS) deliver high-fidelity color detail but impose substantial rendering overhead from networ...
By Neel Kelkar, Simon Niedermayr, Kaloian Petkov, Klaus Engel, R\"udiger Westermann
arXiv:2606. 05124v1 Announce Type: cross Abstract: After the success of 3D Gaussian Splatting (3DGS) for novel view synthesis, many works have explored how to also use it for geometric surface representation.
By Hongyu Zhou, Zorah L\"ahner
arXiv:2608.29106v1 Announce Type: new
Abstract: While neural rendering methods such as 3D Gaussian Splatting achieve remarkable visual fidelity, traditional polygonal meshes remain the backbone of es...
By Tian Shi, Shenhan Qian, Daniel Cremers
DirectUV is an image-conditioned UV texture diffusion framework that generates high-quality textures directly in UV space using a pretrained image VAE and a Diffusion Transformer. It introduces Surface-Aware Positional Encoding (SAPE), which replaces standard 2D-grid positional encoding with encodings derived from 3D surface coordinates, enabling attention to operate based on surface proximity rather than UV-grid distance. A multi-level extension assigns different attention heads to progressively finer subdivisions of the UV patch, allowing the model to reason about surface structure at multiple granularities, resulting in sharper and more globally consistent textures, especially in occluded and view-unseen regions.
By Jiantao Lin, Yingjie Xu, Mingzhi Sheng, Yangkai Wei, Hao Chen, Ying-Cong Chen
arXiv:2606. 00447v1 Announce Type: cross Abstract: Open-vocabulary 3D scene segmentation usually assumes RGB-D video, calibrated multi-view imagery, or a reconstructed mesh.
By Arun Sharma
The paper introduces a compact neural appearance model for 3D Gaussian Splatting that replaces traditional low‑order spherical harmonics (SH) with a tiny shared MLP decoding per‑primitive latent codes. It compares SH with recent spherical appearance models, integrating all into a unified CUDA rasterizer and WebGL viewer, and demonstrates that the new neural representation reduces per‑primitive appearance storage from 192 to 28 bytes, speeds optimization by 1.3×, and improves reconstruction quality. The study also analyzes how different appearance parametrizations affect geometry recovery and the handling of non‑static scene content.
By Florian Hahlbohm, Jorge Condor, Linus Franke, Martin Eisemann, Marcus Magnor
Thermography plays a vital role in military and broader thermal analysis applications. Recent progress in 3D thermal reconstruction has extended temperature analysis from 2D to 3D space, yet most exis...