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更少高斯,更多紋理:4K前饋式紋理化點雲繪製

Less Gaussians, Texture More: 4K Feed-Forward Textured Splatting

March 26, 2026
作者: Yixing Lao, Xuyang Bai, Xiaoyang Wu, Nuoyuan Yan, Zixin Luo, Tian Fang, Jean-Daniel Nahmias, Yanghai Tsin, Shiwei Li, Hengshuang Zhao
cs.AI

摘要

現有的前饋式3D高斯潑濺方法預測像素對齊的圖元,導致圖元數量隨解析度提升呈二次增長。這從根本上限制了其可擴展性,使得高解析度合成(如4K)難以實現。我們提出LGTM(更少高斯圖元、更多紋理)框架,這是一種突破解析度縮放限制的前饋式方法。通過預測緊湊的高斯圖元並結合逐圖元紋理,LGTM將幾何複雜度與渲染解析度解耦。此方法無需逐場景優化即可實現高保真度的4K新視角合成,這是前饋式方法此前無法達成的能力,同時所用高斯圖元數量顯著減少。項目頁面:https://yxlao.github.io/lgtm/
English
Existing feed-forward 3D Gaussian Splatting methods predict pixel-aligned primitives, leading to a quadratic growth in primitive count as resolution increases. This fundamentally limits their scalability, making high-resolution synthesis such as 4K intractable. We introduce LGTM (Less Gaussians, Texture More), a feed-forward framework that overcomes this resolution scaling barrier. By predicting compact Gaussian primitives coupled with per-primitive textures, LGTM decouples geometric complexity from rendering resolution. This approach enables high-fidelity 4K novel view synthesis without per-scene optimization, a capability previously out of reach for feed-forward methods, all while using significantly fewer Gaussian primitives. Project page: https://yxlao.github.io/lgtm/
PDF51March 28, 2026