减高斯,增纹理:4K前馈式纹理溅射
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
现有前馈式3D高斯泼溅方法通过预测像素对齐的图元,导致图元数量随分辨率提升呈二次增长。这一根本性缺陷限制了其可扩展性,使得诸如4K等高分辨率合成难以实现。我们提出LGTM(更少高斯体、更多纹理)框架,通过预测紧凑型高斯图元并结合逐图元纹理,成功突破分辨率缩放瓶颈。该方法将几何复杂度与渲染分辨率解耦,无需逐场景优化即可实现高保真度的4K新视角合成——这是前馈方法此前无法企及的能力,同时显著减少了高斯图元的使用数量。项目页面: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/