GSWT: Gaussian Splatting Wang Tiles
Recorded: Dec. 4, 2025, 3:06 a.m.
| Original | Summarized |
GSWT GSWT: Gaussian Splatting Wang Tiles SIGGRAPH Asia 2025, Hong Kong Yunfan Zeng1, Li Ma2, Pedro V. Sander1 1The Hong Kong University of Science and Technology, Hong Kong SAR, China Paper (TBD) Supplementary (TBD) Code Dataset Demo Abstract 3D Gaussian Splatting (3DGS) has shown strong capability in reconstructing and rendering photorealistic Pipeline Given multi-view images of an exemplar scene, our goal is to construct Gaussian Splatting Wang Tiles (a) Given the input images, we construct the exemplar multiple times with different Level of Detail Full Demo BibTeX Copy @inproceedings{Zeng:2025:gswt, This page was built using the Academic Project Page Template which was adopted from the Nerfies project page. |
The presented work, authored by Yunfan Zeng, Li Ma, and Pedro V. Sander, details a novel approach to procedural terrain generation utilizing Gaussian Splatting (3DGS) and a Wang Tile framework, termed GSWT (Gaussian Splatting Wang Tiles). The core challenge addressed is the efficient synthesis of large-scale, potentially infinite terrains from a single exemplar scene, a limitation of standard 3DGS implementations. The research proposes a tile-based system designed to overcome this constraint, enabling dynamic and spatially diverse terrain creation. The methodological foundation of GSWT rests on the concept of Wang Tiles – discrete, geometrically defined units that can be arranged to tile a surface without gaps or overlaps. Each Wang Tile, within the GSWT framework, encodes a localized Gaussian field, incorporating boundary constraints to maintain seamless transitions between adjacent tiles. This stochastic yet continuous tiling approach facilitates the procedural generation of expansive terrains, characterized by inherent spatial variety. The proposed pipeline begins with the reconstruction of the exemplar scene at multiple levels of detail (LODs). This multi-LOD approach is crucial for optimizing both the initial reconstruction and subsequent rendering processes, allowing for a trade-off between accuracy and computational cost. The system then generates a tile set, a collection of Wang Tiles, through a process that integrates a semantic-aware graph cut algorithm. This algorithm is triggered by sampling both the edge and center patches of the exemplar, suggesting an intelligent method for defining the boundaries and shapes of the tiles. Following this initial generation, a preprocessing step is undertaken, specifically sorting the tiles prior to runtime. This sort-free splatting technique, a key optimization, is implemented to dramatically improve rendering efficiency. At runtime, the tiles are applied to the target surface, achieved through parallel execution on a worker thread, while the main thread performs the actual frame rendering. This parallel architecture is central to the real-time performance of the system. The system's design directly leverages the strengths of 3DGS while mitigating its limitations concerning large-scale terrain synthesis. The Wang Tile approach ensures continuity and seamless transitions, which are often problematic when applying standard 3DGS directly to vast areas. The inclusion of semantic-aware graph cuts indicates a deliberate attempt to imbue the generated terrain with meaningful structural characteristics, rather than purely random variations. Furthermore, the multi-LOD reconstruction and sort-free rendering contribute to the system's capacity for real-time performance. The integration of parallel threads—worker threads for tiling and the main thread for rendering—represents a key architectural element for optimizing execution speed, crucial for the real-time synthetic terrain generation intended by the research. The referenced paper (Zeng et al., 2025) builds upon the established foundation of 3DGS, repackaging it within a fundamentally different structural approach. The use of a formal citation (Zeng et al., 2025) highlights the research as a contribution within the broader field and provides a readily available reference for further study. The detailed information provided regarding the system design, including the multi-LOD reconstruction, the sorting of tiles and the utilization of parallel threads, suggests a sophisticated and rigorously engineered solution to the problem of large-scale procedural terrain generation. The system’s overall architecture is specifically tailored to exploit the performance characteristics of 3DGS, aiming to achieve both visual fidelity and real-time rendering capabilities. |