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Texel Splatting

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Dylan Ebert

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Description

Technical writeup by Dylan Ebert on texel splatting, a technique for perspective-stable 3D pixel art that renders geometry into cubemaps from fixed probe origins and splats each texel as a world-space quad. Companion MIT code is linked from the page.

The method contrasts orthographic camera snaps with perspective shimmer, captures cubemap attributes, shades per texel with OKLab posterization and outlines, maintains eye, grid, and previous probes with Bayer crossfades, and reconstructs quads from Chebyshev depth. Notes disocclusion tradeoffs and GPU timing examples.

For graphics programmers building stylized pixel-art 3D looks who hit perspective creep with screen-space snaps. Expects comfort with cubemaps and compute shading.

Free project page with abstract, method sections, figures, references, and citation metadata.

Useful when you need camera-stable pixel art under perspective projection without orthographic-only screen snaps.