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Autori principali: Rong, Victor, Held, Jan, Chu, Victor, Rebain, Daniel, Van Droogenbroeck, Marc, Kutulakos, Kiriakos N., Tagliasacchi, Andrea, Lindell, David B.
Natura: Preprint
Pubblicazione: 2025
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Accesso online:https://arxiv.org/abs/2512.13796
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author Rong, Victor
Held, Jan
Chu, Victor
Rebain, Daniel
Van Droogenbroeck, Marc
Kutulakos, Kiriakos N.
Tagliasacchi, Andrea
Lindell, David B.
author_facet Rong, Victor
Held, Jan
Chu, Victor
Rebain, Daniel
Van Droogenbroeck, Marc
Kutulakos, Kiriakos N.
Tagliasacchi, Andrea
Lindell, David B.
contents Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes beyond point-based rendering and decouples geometry and appearance in order to achieve a compact representation. We use surfels for geometry and a combination of a global neural field and per-primitive colours for appearance. The neural field textures a fixed number of primitives for each pixel, ensuring that the added compute is low. Our representation matches the perceptual quality of 3D Gaussian splatting while using $9.7\times$ fewer primitives and $5.5\times$ less memory on outdoor scenes and using $31\times$ fewer primitives and $3.7\times$ less memory on indoor scenes. Our representation also renders twice as fast as existing textured primitives while improving upon their visual quality.
format Preprint
id arxiv_https___arxiv_org_abs_2512_13796
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries
Rong, Victor
Held, Jan
Chu, Victor
Rebain, Daniel
Van Droogenbroeck, Marc
Kutulakos, Kiriakos N.
Tagliasacchi, Andrea
Lindell, David B.
Computer Vision and Pattern Recognition
Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes beyond point-based rendering and decouples geometry and appearance in order to achieve a compact representation. We use surfels for geometry and a combination of a global neural field and per-primitive colours for appearance. The neural field textures a fixed number of primitives for each pixel, ensuring that the added compute is low. Our representation matches the perceptual quality of 3D Gaussian splatting while using $9.7\times$ fewer primitives and $5.5\times$ less memory on outdoor scenes and using $31\times$ fewer primitives and $3.7\times$ less memory on indoor scenes. Our representation also renders twice as fast as existing textured primitives while improving upon their visual quality.
title Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2512.13796