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

arXiv: https://arxiv.org/abs/2512.14039 · HTML: https://mlsanity.com/paper/2512.14039/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 25 of its 32 references that are in the map.
- First posted on arXiv 16 Dec 2025.

## Builds on (most cited first, 25 of 25)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [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)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [pixelNeRF: Neural Radiance Fields from One or Few Images](https://mlsanity.com/paper/2012.02190/) (2020)
- [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)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (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)
- [MVSplat: Efficient 3D Gaussian Splatting from Sparse Multi-View Images](https://mlsanity.com/paper/2403.14627/) (2024)
- [Gaussian Grouping: Segment and Edit Anything in 3D Scenes](https://mlsanity.com/paper/2312.00732/) (2023)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction](https://mlsanity.com/paper/2406.06521/) (2024)
- [GIR: 3D Gaussian Inverse Rendering for Relightable Scene Factorization](https://mlsanity.com/paper/2312.05133/) (2023)
- [SceneSplat: Gaussian Splatting-based Scene Understanding with Vision-Language Pretraining](https://mlsanity.com/paper/2503.18052/) (2025)
- [Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing](https://mlsanity.com/paper/2403.10050/) (2024)
- [Textured Gaussians for Enhanced 3D Scene Appearance Modeling](https://mlsanity.com/paper/2411.18625/) (2024)
- [GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modeling](https://mlsanity.com/paper/2409.12954/) (2024)
- [BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View Synthesis](https://mlsanity.com/paper/2411.08508/) (2024)
- [Gaussian Billboards: Expressive 2D Gaussian Splatting with Textures](https://mlsanity.com/paper/2412.12734/) (2024)
- [SVGS: Enhancing Gaussian Splatting Using Primitives with Spatially Varying Colors](https://mlsanity.com/paper/2411.18966/) (2024)
- [TextureSplat: Per-Primitive Texture Mapping for Reflective Gaussian Splatting](https://mlsanity.com/paper/2506.13348/) (2025)
- [UniGS: Unified Geometry-Aware Gaussian Splatting for Multimodal Rendering](https://mlsanity.com/paper/2510.12174/) (2025)

## Abstract (arXiv)

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.
