# Textured-GS: Gaussian Splatting with Spatially Defined Color and Opacity

arXiv: https://arxiv.org/abs/2407.09733 · HTML: https://mlsanity.com/paper/2407.09733/

## Key facts

- Cited by 14 papers in the map (data through 14 Oct 2026).
- Builds on 21 of its 32 references that are in the map.
- First posted on arXiv 13 Jul 2024.

## Builds on (most cited first, 21 of 21)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [3D Gaussian Splatting as Markov Chain Monte Carlo](https://mlsanity.com/paper/2404.09591/) (2024)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [AutoInt: Automatic Integration for Fast Neural Volume Rendering](https://mlsanity.com/paper/2012.01714/) (2020)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [Compact 3D Scene Representation via Self-Organizing Gaussian Grids](https://mlsanity.com/paper/2312.13299/) (2023)
- [Recent Advances in 3D Gaussian Splatting](https://mlsanity.com/paper/2403.11134/) (2024)
- [NeRF-VAE: A Geometry Aware 3D Scene Generative Model](https://mlsanity.com/paper/2104.00587/) (2021)
- [Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing](https://mlsanity.com/paper/2403.10050/) (2024)
- [Identifying Unnecessary 3D Gaussians using Clustering for Fast Rendering of 3D Gaussian Splatting](https://mlsanity.com/paper/2402.13827/) (2024)

## Built on by (most cited first, 14 of 14)

- [Textured Gaussians for Enhanced 3D Scene Appearance Modeling](https://mlsanity.com/paper/2411.18625/) (2024)
- [BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View Synthesis](https://mlsanity.com/paper/2411.08508/) (2024)
- [Neural Shell Texture Splatting: More Details and Fewer Primitives](https://mlsanity.com/paper/2507.20200/) (2025)
- [SVGS: Enhancing Gaussian Splatting Using Primitives with Spatially Varying Colors](https://mlsanity.com/paper/2411.18966/) (2024)
- [Multi-Layer Gaussian Splatting for Immersive Anatomy Visualization](https://mlsanity.com/paper/2410.16978/) (2024)
- [Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstruction](https://mlsanity.com/paper/2604.01204/) (2026)
- [TextureSplat: Per-Primitive Texture Mapping for Reflective Gaussian Splatting](https://mlsanity.com/paper/2506.13348/) (2025)
- [STRinGS: Selective Text Refinement in Gaussian Splatting](https://mlsanity.com/paper/2512.07230/) (2025)
- [Neural Texture Splatting: Expressive 3D Gaussian Splatting for View Synthesis, Geometry, and Dynamic Reconstruction](https://mlsanity.com/paper/2511.18873/) (2025)
- [FACT-GS: Frequency-Aligned Complexity-Aware Texture Reparameterization for 2D Gaussian Splatting](https://mlsanity.com/paper/2511.23292/) (2025)
- [A2TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation](https://mlsanity.com/paper/2601.09243/) (2026)
- [Projecting Gaussian Ellipsoids While Avoiding Affine Projection Approximation](https://mlsanity.com/paper/2411.07579/) (2024)
- [GSM-GS: Geometry-Constrained Single and Multi-view Gaussian Splatting for Surface Reconstruction](https://mlsanity.com/paper/2602.12796/) (2026)
- [Instant Colorization of Gaussian Splats](https://mlsanity.com/paper/2604.17155/) (2026)

## Abstract (arXiv)

In this paper, we introduce Textured-GS, an innovative method for rendering Gaussian splatting that incorporates spatially defined color and opacity variations using Spherical Harmonics (SH). This approach enables each Gaussian to exhibit a richer representation by accommodating varying colors and opacities across its surface, significantly enhancing rendering quality compared to traditional methods. To demonstrate the merits of our approach, we have adapted the Mini-Splatting architecture to integrate textured Gaussians without increasing the number of Gaussians. Our experiments across multiple real-world datasets show that Textured-GS consistently outperforms both the baseline Mini-Splatting and standard 3DGS in terms of visual fidelity. The results highlight the potential of Textured-GS to advance Gaussian-based rendering technologies, promising more efficient and high-quality scene reconstructions. Our implementation is available at https://github.com/ZhentaoHuang/Textured-GS.
