Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing

Tianhan Xu, Wenbo Hu, Yu-Kun Lai, Ying Shan, Songiie Zhang
2/14/2026

No official code found. Best implementation: slothfulxtx/Texture-GS (201 stars, MIT, last commit 2024-11-23).

Abstract

3D Gaussian splatting, emerging as a groundbreaking approach, has drawn increasing attention for its capabilities of high-fidelity reconstruction and real-time rendering. However, it couples the appearance and geometry of the scene within the Gaussian attributes, which hinders the flexibility of editing operations, such as texture swapping. To address this issue, we propose a novel approach, namely Texture-GS, to disentangle the appearance from the geometry by representing it as a 2D texture mapped onto the 3D surface, thereby facilitating appearance editing. Technically, the disentanglement is achieved by our proposed texture mapping module, which consists of a UV mapping MLP to learn the UV coordinates for the 3D Gaussian centers, a local Taylor expansion of the MLP to efficiently approximate the UV coordinates for the ray-Gaussian intersections, and a learnable texture to capture the fine-grained appearance. Extensive experiments on the DTU dataset demonstrate that our method not only facilitates high-fidelity appearance editing but also achieves real-time rendering on consumer-level devices, e.g. a single RTX 2080 Ti GPU.

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Code Implementations(1)

MIT

[ECCV 2024] The official repo for "Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing"

2017C, C++Mar 18, 20241 years agoMIT

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Cite this paper

@article{xu2026texturegs,
  title  = {Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing},
  author = {Tianhan Xu and Wenbo Hu and Yu-Kun Lai and Ying Shan and Songiie Zhang},
  year   = {2026},
  eprint = {2403.10050},
  archivePrefix = {arXiv},
  url    = {https://arxiv.org/abs/2403.10050},
  journal = {ECCV 2024 2024}
}

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