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arXiv 2603.25745cs.CV

更少高斯,纹理更多:4K前馈纹理散射

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

  • HKU(香港大学)
  • Apple(苹果公司)

机构由 AI 辅助整理,请以论文原文为准。

Yixing Lao, Xuyang Bai, Xiaoyang Wu, Nuoyuan Yan, Zixin Luo, Tian Fang, Jean-Daniel Nahmias, Yanghai Tsin, Shiwei Li, Hengshuang Zhao

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AI总结:

本文提出LGTM方法,通过预测紧凑高斯体与每体纹理,实现高分辨率4K视图合成,无需场景优化,显著减少高斯体数量。

AI中文摘要:

现有前馈3D高斯散射方法预测像素对齐的基元,导致分辨率增加时基元数量呈二次增长,限制了可扩展性,使4K高分辨率合成难以实现。我们引入LGTM(Less Gaussians, Texture More),一种前馈框架,克服了分辨率扩展瓶颈。通过预测紧凑高斯基元并结合每基元纹理,LGTM将几何复杂度与渲染分辨率解耦。此方法使高保真4K新视图合成成为可能,无需场景优化,这一能力此前无法通过前馈方法实现,同时显著减少高斯基元数量。项目页面:https://yxlao.github.io/lgtm/

英文摘要:

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/

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