Fewer Gaussians, More Texture: 4K Feed-Forward Textured Splatting
Key point
LGTM solves the exploding Gaussian count problem by combining textures, enabling 4K synthesis.
Details
feed-forward 3D Gaussian Splatting suffers from a structural limitation where the number of pixel-aligned primitives grows quadratically as resolution increases, making computation rapidly heavier as synthesis moves toward higher resolutions. Because of this structural limitation, 4K-level novel view synthesis has been practically difficult.
LGTM (Less Gaussians, Texture More) separates geometric complexity from rendering resolution by predicting per-primitive texture together with a smaller number of compact Gaussian primitives. In other words, instead of filling a scene with denser Gaussians, it secures expressive power by augmenting texture information.
As a result, it supports high-quality 4K novel view synthesis without per-scene optimization, and can handle higher resolutions with far fewer Gaussians than existing feed-forward methods.
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