# GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modeling

arXiv: https://arxiv.org/abs/2409.12954 · HTML: https://mlsanity.com/paper/2409.12954/

## Key facts

- Cited by 30 papers in the map (data through 14 Oct 2026).
- Builds on 48 of its 92 references that are in the map.
- First posted on arXiv 19 Sep 2024.

## Builds on (most cited first, 30 of 48)

- [Segment Anything](https://mlsanity.com/paper/2304.02643/) (2023)
- [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)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [Implicit Neural Representations with Periodic Activation Functions](https://mlsanity.com/paper/2006.09661/) (2020)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [Occupancy Networks: Learning 3D Reconstruction in Function Space](https://mlsanity.com/paper/1812.03828/) (2018)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [SwinIR: Image Restoration Using Swin Transformer](https://mlsanity.com/paper/2108.10257/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization](https://mlsanity.com/paper/1905.05172/) (2019)
- [Depth-supervised NeRF: Fewer Views and Faster Training for Free](https://mlsanity.com/paper/2107.02791/) (2021)
- [Nerfstudio: A Modular Framework for Neural Radiance Field Development](https://mlsanity.com/paper/2302.04264/) (2023)
- [AtlasNet: A Papier-Mach'e Approach to Learning 3D Surface Generation](https://mlsanity.com/paper/1802.05384/) (2018)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes](https://mlsanity.com/paper/2101.10994/) (2021)
- [DeepVoxels: Learning Persistent 3D Feature Embeddings](https://mlsanity.com/paper/1812.01024/) (2018)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [Feature 3DGS: Supercharging 3D Gaussian Splatting to Enable Distilled Feature Fields](https://mlsanity.com/paper/2312.03203/) (2023)
- [GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting](https://mlsanity.com/paper/2311.14521/) (2023)
- [Neural RGB-D Surface Reconstruction](https://mlsanity.com/paper/2104.04532/) (2021)
- [Mixture of Volumetric Primitives for Efficient Neural Rendering](https://mlsanity.com/paper/2103.01954/) (2021)
- [Urban Radiance Fields](https://mlsanity.com/paper/2111.14643/) (2021)
- [Deferred Neural Rendering: Image Synthesis using Neural Textures](https://mlsanity.com/paper/1904.12356/) (2019)

## Built on by (most cited first, 30 of 30)

- [BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View Synthesis](https://mlsanity.com/paper/2411.08508/) (2024)
- [Quadratic Gaussian Splatting: High Quality Surface Reconstruction with Second-order Geometric Primitives](https://mlsanity.com/paper/2411.16392/) (2024)
- [HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Rendering](https://mlsanity.com/paper/2412.01823/) (2024)
- [Neural Shell Texture Splatting: More Details and Fewer Primitives](https://mlsanity.com/paper/2507.20200/) (2025)
- [TexGS-VolVis: Expressive Scene Editing for Volume Visualization via Textured Gaussian Splatting](https://mlsanity.com/paper/2507.13586/) (2025)
- [Anti-Aliased 2D Gaussian Splatting](https://mlsanity.com/paper/2506.11252/) (2025)
- [Content-Aware Texturing for Gaussian Splatting](https://mlsanity.com/paper/2512.02621/) (2025)
- [Weather-Magician: Reconstruction and Rendering Framework for 4D Weather Synthesis In Real Time](https://mlsanity.com/paper/2505.19919/) (2025)
- [Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries](https://mlsanity.com/paper/2512.13796/) (2025)
- [DiffSoup: Direct Differentiable Rasterization of Triangle Soup for Extreme Radiance Field Simplification](https://mlsanity.com/paper/2603.27151/) (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 Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction](https://mlsanity.com/paper/2604.15941/) (2026)
- [On the Geometric Accuracy of Implicit and Primitive-based Representations Derived from View Rendering Constraints](https://mlsanity.com/paper/2509.10241/) (2025)
- [IBGS: Image-Based Gaussian Splatting](https://mlsanity.com/paper/2511.14357/) (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)
- [Frequency-Decomposed Avatar Representation for Varying Camera Distances](https://mlsanity.com/paper/2512.03593/) (2025)
- [GTAvatar: Bridging Gaussian Splatting and Texture Mapping for Relightable and Editable Gaussian Avatars](https://mlsanity.com/paper/2512.09162/) (2025)
- [A2TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation](https://mlsanity.com/paper/2601.09243/) (2026)
- [NBAvatar: Neural Billboards Avatars with Realistic Hand-Face Interaction](https://mlsanity.com/paper/2603.12063/) (2026)
- [Hybrid Latents: Geometry-Appearance-Aware Surfel Splatting](https://mlsanity.com/paper/2604.14928/) (2026)
- [ASAP-Textured Gaussians: Enhancing Textured Gaussians with Adaptive Sampling and Anisotropic Parameterization](https://mlsanity.com/paper/2512.14039/) (2025)
- [Less Gaussians, Texture More: 4K Feed-Forward Textured Splatting](https://mlsanity.com/paper/2603.25745/) (2026)
- [Resonant Brane Splatting for Arbitrary-Scale Super-Resolution](https://mlsanity.com/paper/2606.29453/) (2026)
- [Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting](https://mlsanity.com/paper/2607.13808/) (2026)
- [Deformable Triangle Splatting: Flexible Primitives for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2607.22446/) (2026)
- [PointGT: Simultaneous Geometry and Texture Editing for Point-Based Representations](https://mlsanity.com/paper/2609.03341/) (2026)
- [LiteTex-GS: Fast and Lightweight Texturing for Gaussian Splatting](https://mlsanity.com/paper/2609.23380/) (2026)
- [ADATEX4D: adaptive texture capacity allocation for 4D gaussian splatting](https://mlsanity.com/paper/2609.29963/) (2026)

## Abstract (arXiv)

Gaussian splatting has demonstrated excellent performance for view synthesis and scene reconstruction. The representation achieves photorealistic quality by optimizing the position, scale, color, and opacity of thousands to millions of 2D or 3D Gaussian primitives within a scene. However, since each Gaussian primitive encodes both appearance and geometry, these attributes are strongly coupled--thus, high-fidelity appearance modeling requires a large number of Gaussian primitives, even when the scene geometry is simple (e.g., for a textured planar surface). We propose to texture each 2D Gaussian primitive so that even a single Gaussian can be used to capture appearance details. By employing per-primitive texturing, our appearance representation is agnostic to the topology and complexity of the scene's geometry. We show that our approach, GStex, yields improved visual quality over prior work in texturing Gaussian splats. Furthermore, we demonstrate that our decoupling enables improved novel view synthesis performance compared to 2D Gaussian splatting when reducing the number of Gaussian primitives, and that GStex can be used for scene appearance editing and re-texturing.
