arXiv:2606.29400cs.CVcs.AI2026-06

动态分配高斯点,实现任意尺度图像超分,兼顾质量与效率。

Learning to Adaptively Allocate Gaussians for Arbitrary-Scale Image Super-Resolution

论文配图:Learning to Adaptively Allocate Gaussians for Arbitrary-Scale Image Super-Resolution
图 1 · 摘自论文原文
  • 根据局部复杂度动态分配高斯点,只在需要处增加细节。
  • 在多种缩放比例下超越现有方法,延迟低、内存占用少。
  • 适合实时渲染、虚拟现实等需连续缩放的场景使用。

在计算机图形学中,视觉内容需持续进行形变、缩放和重采样,如游戏引擎提升帧率、用户放大3D场景或注视点增强的VR应用。这些操作要求任意尺度超分辨率(ASR)。传统模型针对固定缩放比设计,通常仅预测整数倍(如x4),依赖次优插值处理连续分辨率,影响质量。多数方法对像素均匀处理,但细粒度信息稀疏,造成计算冗余。隐式模型与高斯点积(GS)支持连续表示,其中GS因可自适应密化更具优势。然而将GS转化为前馈模型用于ASR极具挑战:标准优化需高分辨率梯度驱动原始体增长,推理阶段无法获得。因此网络必须从低分辨率输入自主预测高斯密化策略。为此,我们提出QuADA-GS。先将输入编码至潜在空间,再通过神经路由架构评估局部复杂度,分配全局资源预算,并为特征分配特定上采样因子以避免冗余计算。特征依据因子动态密化,形成不规则拓扑,解码为2D高斯原语。为协调解码前特征,引入分层指针卷积,该非网格算子实现O(1)邻域查找复杂度,促进高效空间通信并避开密集瓶颈。实验表明,QuADA-GS在多个缩放比例下达到当前最优性能,保持低延迟与轻量内存占用。

原文摘要 · Abstract (English)

In computer graphics, visual content is continuously warped, zoomed and resampled. This occurs when engines upscale frames, users zoom into 3D scenes, or foveated VR applies varying scaling. Handling these transformations requires Arbitrary-Scale Super-Resolution (ASR). Traditional models, designed for fixed scales, typically predict at a lower integer scale (e.g., x4) and rely on sub-optimal interpolation for continuous resolutions, compromising quality. Furthermore, most methods process pixels uniformly. Since fine details are sparse, this creates overhead; efficiency dictates concentrating resources only where structural complexity demands it. While implicit models and Gaussian Splatting (GS) enable continuous representation, GS is advantageous due to adaptive densification. However, transitioning GS into a feed-forward model for ASR is non-trivial. Standard GS optimization needs high-resolution gradients to drive primitive growth, which are unavailable during inference. Thus, the network must autonomously predict GS densification from low-resolution inputs. To solve this, we propose QuADA-GS. After encoding inputs into a latent space, a Neural Routing Architecture evaluates local complexity to distribute a global budget, assigning specific upsampling factors to features to avoid redundant processing. Features are dynamically densified based on these factors, forming an irregular topology decoded into 2D Gaussian primitives. To coordinate features before decoding, we introduce Hierarchical Pointer Convolution. This non-grid operator achieves O(1) neighbor lookup complexity, facilitating efficient spatial communication and bypassing dense bottlenecks. Experiments show QuADA-GS achieves state-of-the-art ASR performance, maintaining low latency and a lean memory footprint.

图像超分高斯点积自适应实时渲染

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