Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting
Abstract
Recent extensions of 3D Gaussian Splatting (3DGS) capture fine color details using hash-grid-based appearance parameterization but incur high computational cost during fragment rendering. We introduce a decoupled radiance representation that models low-frequency geometry and view dependent appearance features with 2D surfels while representing high-frequency textures via a view-independent spatial hash grid that is baked into a compact texture atlas. By including sparsity-enhancing optimizations that penalize semi-transparency and per-primitive falloff, our method aggressively prunes insignificant surfels and achieves significantly faster and sparser reconstructions than prior work. Exploiting geometric sparsity and efficient GPU texture mapping, our approach achieves up to a fivefold speedup over 3DGS while preserving state-of-the-art visual fidelity, enabling real-time 4K rendering at 60 FPS on consumer hardware.
Keywords
Cite
@article{arxiv.2607.13808,
title = {Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting},
author = {Neel Kelkar and Simon Niedermayr and Kaloian Petkov and Klaus Engel and Rüdiger Westermann},
journal= {arXiv preprint arXiv:2607.13808},
year = {2026}
}
Comments
12 pages, 6 figures. Project page with videos and interactive demos: https://nilkel.github.io/bitymi/