Closed bchao1 closed 1 week ago
Thanks for your interest. How to unwrap UV texture is an essential problem in computer graphics, and it's still a challenging problem for 3d reconstruction. Which representation is better for the complex scene, atlas or sphere? How to ensure the local continuity around the boundary if we adopt multiple atlas? These problems are beyond the problem addressed in this paper. We focus on how to leverage the learned UV mapping to disentangle the geometry and texture for 3d gs. Other learned uv representations are also available with our rendering method.
Hi,
Why did you decide to limit the texture representation to a unit sphere? It makes sense if the initial goal was to do object-centric texture swapping, but like you mentioned the unit sphere textures don't work for complex scenes like the lego-truck.
Is there any reason why you didn't use a more flexible representation like a 2D texture map, as what most people do with rasterization / traditional graphics pipeline?