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. This leads to inefficient texture space utilization, where high-frequency regions are under-sampled and smooth regions waste capacity, causing blurred appearance and loss of fine structural detail. 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.
翻译:随着高斯溅射技术的发展,真实场景外观建模取得了快速进展,该技术能够实现实时、高质量的渲染。近期研究引入了基于图元的纹理,通过在每个高斯内部融入空间颜色变化,提升了其表达能力。然而,基于纹理的高斯方法采用统一的每高斯采样网格进行外观参数化,无论局部视觉复杂度如何均分配相同的采样密度。这导致纹理空间利用效率低下:高频区域采样不足,平滑区域则浪费容量,从而造成外观模糊和精细结构细节的丢失。本文提出FACT-GS,一种频率对齐的复杂度感知纹理高斯溅射框架,可根据局部视觉频率动态分配纹理采样密度。基于自适应采样理论,FACT-GS将纹理参数化重构为可微分的采样密度分配问题,通过可学习的频率感知分配策略替代均匀纹理,该策略由变形场实现,其雅可比矩阵调制局部采样密度。在二维高斯溅射基础上构建的FACT-GS,在固定分辨率纹理网格上执行非均匀采样,在保持实时性能的同时,能在相同参数预算下恢复更清晰的高频细节。