Reproduce “Texel Splatting: Perspective-Stable 3D Pixel Art” on OpenResearch

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About this paper

Dylan Ebert

Texel splatting renders perspective 3D pixel art by capturing geometry in cubemaps from a world-space probe and projecting visible texels as world-space quads. Direction-based indexing and a grid-snapped probe origin keep pixels tied to geometry as the camera moves within a grid cell. It reports 40 fps on iPhone 15 at 384×384 texels per face, but unseen geometry can shimmer.

Summary by alphaXiv.

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