FACT-GS: Frequency-Aligned Complexity-Aware Texture Reparameterization for 2D Gaussian Splatting
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Abstract (arXiv)
Realistic scene appearance modeling has advanced rapidly with Gaussian Splatting, which enables real-time, high-quality rendering. Recent advances introduced per-primitive textures that incorporate spatial color variations within each Gaussian, improving their expressiveness. However, texture-based Gaussians parameterize appearance with a uniform per-Gaussian sampling grid, allocating equal sampling density regardless of local visual complexity, which leads to inefficient texture space utilization. We introduce FACT-GS, a Frequency-Aligned Complexity-aware Texture Gaussian Splatting framework that allocates texture sampling density according to local visual frequency. Grounded in adaptive sampling theory, FACT-GS reformulates texture parameterization as a differentiable sampling-density allocation problem, replacing the uniform textures with a learnable frequency-aware allocation strategy implemented via a deformation field whose Jacobian modulates local sampling density. Built on 2D Gaussian Splatting, FACT-GS performs non-uniform sampling on fixed-resolution texture grids, preserving real-time performance while recovering sharper high-frequency details under the same parameter budget.
Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 31 of its 52 references that are in the map. First posted on arXiv 28 Nov 2025.
Builds on
31 of 52 references.
References · 31
- 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,177
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,032
- 2021Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fieldscited by 1,964
- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,076
- 2022Block-NeRF: Scalable Large Scene Neural View Synthesiscited by 724
- 2023Mip-Splatting: Alias-free 3D Gaussian Splattingcited by 667
- 2021Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fieldscited by 575
- 2024gsplat: An Open-Source Library for Gaussian Splattingcited by 285
- 2023FSGS: Real-Time Few-shot View Synthesis using Gaussian Splattingcited by 279
- 2024DNGaussian: Optimizing Sparse-View 3D Gaussian Radiance Fields with Global-Local Depth Normalizationcited by 256
- 2024VastGaussian: Vast 3D Gaussians for Large Scene Reconstructioncited by 209
19 more
- 2023COLMAP-Free 3D Gaussian Splattingcited by 193
- 2024MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffoldscited by 179
- 2024WildGaussians: 3D Gaussian Splatting in the Wildcited by 152
- 20243DGS-Enhancer: Enhancing Unbounded 3D Gaussian Splatting with View-consistent 2D Diffusion Priorscited by 106
- 2024FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Renderingcited by 88
- 2024Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editingcited by 47
- 20243D-HGS: 3D Half-Gaussian Splattingcited by 44
- 2024Textured Gaussians for Enhanced 3D Scene Appearance Modelingcited by 40
- 2024Dynamic 3D Gaussian Fields for Urban Areascited by 35
- 2024GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modelingcited by 30
- 2021Neural BRDF Representation and Importance Samplingcited by 28
- 2023Dynamic LiDAR Re-simulation using Compositional Neural Fieldscited by 24
- 2025SVG-IR: Spatially-Varying Gaussian Splatting for Inverse Renderingcited by 23
- 2024HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Renderingcited by 16
- 2024Textured-GS: Gaussian Splatting with Spatially Defined Color and Opacitycited by 14
- 2025Neural Shell Texture Splatting: More Details and Fewer Primitivescited by 14
- 2024SVGS: Enhancing Gaussian Splatting Using Primitives with Spatially Varying Colorscited by 13
- 2023Instant-NeRF: Instant On-Device Neural Radiance Field Training via Algorithm-Accelerator Co-Designed Near-Memory Processingcited by 6
- 2024Filtering After Shading With Stochastic Texture Filteringcited by 5
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Citing papers per year: 2026: 1.
1 paper.