Heat Kernel Textures: the Geodesic Gaussians That Do Not Splat
- URL: http://arxiv.org/abs/2609.07557v1
- Date: Mon, 07 Sep 2026 14:39:55 GMT
- Title: Heat Kernel Textures: the Geodesic Gaussians That Do Not Splat
- Abstract summary: Heat Kernel Textures (HKTex) eliminate UV unwrapping as well as their persistent issues of wasted UV space, seams, distortions, synthesis-duplication, and varying resolution.<n>Our representation is also fully integrated with a physically based synthesis and code can be optimised either from existing textures or multi-view images.
- Score: 51.087279935749905
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: 3D Gaussian Splatting has recently revolutionised novel view synthesis as well as many other 3D vision methods and applications. Drawing inspiration from this representation, we now rethink textures to overcome the main issues of UV mapping while considerably lowering their memory footprint. Heat Kernel Textures (HKTex) eliminate UV unwrapping as well as their persistent issues of wasted UV space, seams, distortions, vertex-duplication, and varying resolution. Grounded in discrete Riemannian geometry and intrinsically defined on any manifold surface discretised as a triangular mesh, HKTex uses anisotropic heat kernels as geodesic equivalents to Gaussians. Like our kernels, also the optimisation of their position and the adaptive densification strategies were redefined to operate on the surface of the object to be textureised. Our novel representation is also fully integrated with a physically based renderer and can be optimised either from existing textures or multi-view images. Our project page and code are available at circle-group.github.io/research/HeatKernelTextures.
Related papers
- LaFiTe: A Generative Latent Field for 3D Native Texturing [72.05710323154288]
Existing native approaches are sparse by the absence of a powerful and versatile representation, which severely limits the fidelity and generality of their generated textures.<n>We introduce LaFiTe, which generates high-quality textures constrained by a sparse color representation and UV parameterization.
arXiv Detail & Related papers (2025-12-04T13:33:49Z) - Geometry Field Splatting with Gaussian Surfels [23.412129038089326]
We leverage the geometry field proposed in recent work for opaque surfaces, which can then be converted to volume densities.<n>We adapt Gaussian kernels or surfels to the geometry field rather than the volume, enabling precise reconstruction of opaque solids.<n>We demonstrate significant improvement in the quality of reconstructed 3D surfaces on widely-used datasets.
arXiv Detail & Related papers (2024-11-26T03:07:05Z) - 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes [87.01284850604495]
We introduce 3D Convexting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multiview images.<n>3DCS achieves superior performance over 3DGS on benchmarks such as MipNeizer, Tanks and Temples, and Deep Blending.<n>Our results highlight the potential of 3D Convexting to become the new standard for high-quality scene reconstruction.
arXiv Detail & Related papers (2024-11-22T14:31:39Z) - GUS-IR: Gaussian Splatting with Unified Shading for Inverse Rendering [83.69136534797686]
We present GUS-IR, a novel framework designed to address the inverse rendering problem for complicated scenes featuring rough and glossy surfaces.
This paper starts by analyzing and comparing two prominent shading techniques popularly used for inverse rendering, forward shading and deferred shading.
We propose a unified shading solution that combines the advantages of both techniques for better decomposition.
arXiv Detail & Related papers (2024-11-12T01:51:05Z) - DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation [10.250715657201363]
We introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video.
Our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.
arXiv Detail & Related papers (2024-10-09T10:41:08Z) - Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing [79.10630153776759]
3D Gaussian splatting, emerging as a groundbreaking approach, has drawn increasing attention for its capabilities of high-fidelity reconstruction and real-time rendering.
We propose a novel approach, namely Texture-GS, to disentangle the appearance from the geometry by representing it as a 2D texture mapped onto the 3D surface.
Our method not only facilitates high-fidelity appearance editing but also achieves real-time rendering on consumer-level devices.
arXiv Detail & Related papers (2024-03-15T06:42:55Z) - SceneTex: High-Quality Texture Synthesis for Indoor Scenes via Diffusion
Priors [49.03627933561738]
SceneTex is a novel method for generating high-quality and style-consistent textures for indoor scenes using depth-to-image diffusion priors.
SceneTex enables various and accurate texture synthesis for 3D-FRONT scenes, demonstrating significant improvements in visual quality and prompt fidelity over the prior texture generation methods.
arXiv Detail & Related papers (2023-11-28T22:49:57Z) - Delicate Textured Mesh Recovery from NeRF via Adaptive Surface
Refinement [78.48648360358193]
We present a novel framework that generates textured surface meshes from images.
Our approach begins by efficiently initializing the geometry and view-dependency appearance with a NeRF.
We jointly refine the appearance with geometry and bake it into texture images for real-time rendering.
arXiv Detail & Related papers (2023-03-03T17:14:44Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.