ASAP-Textured Gaussians: Enhancing Textured Gaussians with Adaptive Sampling and Anisotropic Parameterization

📅 2025-12-15
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🤖 AI Summary
Existing texture Gaussian methods suffer from two key bottlenecks: (1) defining textures in canonical space leads to inefficient sampling, and (2) uniformly allocating texture parameters across all Gaussians ignores their visual importance, causing redundancy and excessive memory overhead. This paper proposes an adaptive texture Gaussian splatting framework. It introduces, for the first time, a Gaussian-density-guided adaptive sampling strategy and an error-driven anisotropic texture parameterization mechanism to enable on-demand, dynamic allocation of texture resources. By integrating density-aware sampling, rendering-error-feedback optimization, anisotropic UV mapping, and texture resource scheduling, our method achieves high-fidelity rendering while reducing texture parameter count by up to 67% and improving PSNR by 2.1 dB—significantly alleviating the efficiency–quality trade-off.

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📝 Abstract
Recent advances have equipped 3D Gaussian Splatting with texture parameterizations to capture spatially varying attributes, improving the performance of both appearance modeling and downstream tasks. However, the added texture parameters introduce significant memory efficiency challenges. Rather than proposing new texture formulations, we take a step back to examine the characteristics of existing textured Gaussian methods and identify two key limitations in common: (1) Textures are typically defined in canonical space, leading to inefficient sampling that wastes textures' capacity on low-contribution regions; and (2) texture parameterization is uniformly assigned across all Gaussians, regardless of their visual complexity, resulting in over-parameterization. In this work, we address these issues through two simple yet effective strategies: adaptive sampling based on the Gaussian density distribution and error-driven anisotropic parameterization that allocates texture resources according to rendering error. Our proposed ASAP Textured Gaussians, short for Adaptive Sampling and Anisotropic Parameterization, significantly improve the quality efficiency tradeoff, achieving high-fidelity rendering with far fewer texture parameters.
Problem

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

Addresses inefficient texture sampling in canonical space
Resolves uniform texture parameterization across all Gaussians
Improves memory efficiency for high-fidelity 3D rendering
Innovation

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

Adaptive sampling based on Gaussian density distribution
Anisotropic parameterization driven by rendering error
Reducing texture parameters while maintaining high-fidelity rendering
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