Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting

πŸ“… 2026-07-15
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πŸ€– AI Summary
This work addresses the high computational overhead in 3D Gaussian Splatting (3DGS) caused by hash-grid-based appearance parameterization. To mitigate this, the authors propose a decoupled radiance representation that models low-frequency geometry and view-dependent appearance using 2D surfels, while baking high-frequency textures into a compact, view-independent texture atlas via a spatial hash grid. Sparse optimization is further introduced to eliminate redundancy. By leveraging GPU-efficient texture mapping mechanisms, the method achieves state-of-the-art visual fidelity while accelerating rendering by up to 5Γ— over the original 3DGS. Notably, it enables real-time 4K rendering at 60 FPS on consumer-grade hardware for the first time.
πŸ“ Abstract
Recent extensions of 3D Gaussian Splatting (3DGS) capture fine color details using hash-grid-based appearance parameterization but incur high computational cost during fragment rendering. We introduce a decoupled radiance representation that models low-frequency geometry and view dependent appearance features with 2D surfels while representing high-frequency textures via a view-independent spatial hash grid that is baked into a compact texture atlas. By including sparsity-enhancing optimizations that penalize semi-transparency and per-primitive falloff, our method aggressively prunes insignificant surfels and achieves significantly faster and sparser reconstructions than prior work. Exploiting geometric sparsity and efficient GPU texture mapping, our approach achieves up to a fivefold speedup over 3DGS while preserving state-of-the-art visual fidelity, enabling real-time 4K rendering at 60 FPS on consumer hardware.
Problem

Research questions and friction points this paper is trying to address.

3D Gaussian Splatting
fragment rendering
computational cost
real-time rendering
high-frequency textures
Innovation

Methods, ideas, or system contributions that make the work stand out.

3D Gaussian Splatting
texture atlas
spatial hash grid
sparse reconstruction
real-time rendering
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