Radiance fields produce high fidelity images with high rendering speed, but are difficult to manipulate. We effectively perform avatar texture transfer across different appearances by combining benefits from radiance fields and mesh surfaces. We represent the source as a radiance field using 3D Gaussian Splatter, then project the Gaussians on the target mesh. Our pipeline consists of Source Preconditioning, Target Vectorization and Texture Projection. The projection completes in 1.12s in a pure CPU compute, compared to baselines techniques of Per Face Texture Projection and Ray Casting (31s, 4.1min). This method lowers the computational requirements, which makes it applicable to a broader range of devices from low-end mobiles to high end computers.
辐射场可以生成高保真度图像并具有高渲染速度,但难以操控。我们通过结合光辉场和网格表面的优势,有效地进行了不同外观间的化身纹理转移。我们使用3D高斯喷洒器将源表示为光辉场,然后将高斯投影到目标网格上。我们的流程包括源预处理、目标矢量化和纹理投影。投影在纯CPU计算中完成,耗时1.12秒,与基准技术的逐面纹理投影和光线投射(31秒、4.1分钟)相比。此方法降低了计算需求,使其适用于从低端移动设备到高端计算机的更广泛的设备范围。