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

Forum topic · 小凯 · 2026-03-28

Summary

LGTM (Less Gaussians, Texture More) is a feed-forward framework for 3D Gaussian Splatting that overcomes the resolution scaling barrier limiting existing methods. Current feed-forward approaches predict pixel-aligned primitives, causing primitive counts to grow quadratically with resolution, which makes high-resolution synthesis like 4K intractable. LGTM instead predicts compact Gaussian primitives coupled with per-primitive textures, decoupling geometric complexity from rendering resolution. This design enables high-fidelity 4K novel view synthesis without per-scene optimization — a capability previously out of reach for feed-forward methods — while using significantly fewer Gaussian primitives. The paper, by Yixing Lao, Xuyang Bai, Xiaoyang Wu, and colleagues including Hengshuang Zhao, is available on arXiv (2603.25745) with a project page at yxlao.github.io/lgtm/.

Paper Overview

Field: Computer Vision (CV) Authors: Yixing Lao, Xuyang Bai, Xiaoyang Wu, Nuoyuan Yan, Zixin Luo, Tian Fang, Jean-Daniel Nahmias, Yanghai Tsin, Shiwei Li, Hengshuang Zhao Published: 2026-03-26 arXiv: 2603.25745 Project page: https://yxlao.github.io/lgtm/

Abstract

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.

Key Takeaways

  • Problem: Pixel-aligned primitives in feed-forward Gaussian Splatting scale quadratically with resolution, blocking 4K synthesis.
  • Solution: Compact Gaussian primitives with per-primitive textures decouple geometry from rendering resolution.
  • Result: High-fidelity 4K novel view synthesis without per-scene optimization, with far fewer Gaussian primitives.
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Tags

#3d-gaussian-splatting#novel-view-synthesis#4k-rendering#feed-forward#computer-vision#textured-splatting#arxiv-paper

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