arXiv:2603.25745cs.CV2026-03被引 2

用更少高斯点+纹理实现4K实时渲染,突破传统方法分辨率瓶颈。

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

  • 用紧凑的高斯点结合每点纹理,解耦几何与分辨率
  • 4K新视角合成无需优化,仅用少量高斯点实现
  • 适合追求高分辨率、低计算开销的实时3D生成应用

现有前馈式3D高斯溅射方法预测与像素对齐的基元,导致基元数量随分辨率提升呈二次增长,从根本上限制了其可扩展性,使4K等高分辨率合成难以实现。我们提出LGTM(Less Gaussians, Texture More)——一种前馈框架,突破这一分辨率扩展障碍。通过预测紧凑的高斯基元并搭配每个基元的纹理,LGTM将几何复杂度与渲染分辨率解耦。该方法在无需场景级优化的前提下,实现了高保真4K新视角合成,这是此前前馈方法无法企及的能力,同时使用显著更少的高斯基元。

原文摘要 · Abstract (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/

3D生成高斯溅射4K渲染

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