# A2TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation

arXiv: https://arxiv.org/abs/2601.09243 · HTML: https://mlsanity.com/paper/2601.09243/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 22 of its 30 references that are in the map.
- First posted on arXiv 14 Jan 2026.

## Builds on (most cited first, 22 of 22)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [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)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [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)
- [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)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [Point-Based Neural Rendering with Per-View Optimization](https://mlsanity.com/paper/2109.02369/) (2021)
- [Reducing the Memory Footprint of 3D Gaussian Splatting](https://mlsanity.com/paper/2406.17074/) (2024)
- [ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Model](https://mlsanity.com/paper/2405.20721/) (2024)
- [AbsGS: Recovering Fine Details for 3D Gaussian Splatting](https://mlsanity.com/paper/2404.10484/) (2024)
- [3DGS.zip: A survey on 3D Gaussian Splatting Compression Methods](https://mlsanity.com/paper/2407.09510/) (2024)
- [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)
- [Deformable Radial Kernel Splatting](https://mlsanity.com/paper/2412.11752/) (2024)
- [HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Rendering](https://mlsanity.com/paper/2412.01823/) (2024)
- [Textured-GS: Gaussian Splatting with Spatially Defined Color and Opacity](https://mlsanity.com/paper/2407.09733/) (2024)
- [Gaussian Billboards: Expressive 2D Gaussian Splatting with Textures](https://mlsanity.com/paper/2412.12734/) (2024)

## Built on by (most cited first, 1 of 1)

- [ADATEX4D: adaptive texture capacity allocation for 4D gaussian splatting](https://mlsanity.com/paper/2609.29963/) (2026)

## Abstract (arXiv)

Gaussian Splatting has emerged as a powerful representation for high-quality, real-time 3D scene rendering. While recent works extend Gaussians with learnable textures to enrich visual appearance, existing approaches allocate a fixed square texture per primitive, leading to inefficient memory usage and limited adaptability to scene variability. In this paper, we introduce adaptive anisotropic textured Gaussians (A2TG), a novel representation that generalizes textured Gaussians by equipping each primitive with an anisotropic texture. Our method employs a gradient-guided adaptive rule to jointly determine texture resolution and aspect ratio, enabling non-uniform, detail-aware allocation that aligns with the anisotropic nature of Gaussian splats. This design significantly improves texture efficiency, reducing memory consumption while enhancing image quality. Experiments on multiple benchmark datasets demonstrate that A TG consistently outperforms fixed-texture Gaussian Splatting methods, achieving comparable rendering fidelity with substantially lower memory requirements. Project page: http://github.com/Rickyeeeeee/A2TG.
