  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.
