Less Gaussians, Texture More: 4K Feed-Forward Textured Splatting
Yixing Lao, Xuyang Bai, Xiaoyang Wu, Nuoyuan Yan, Zixin Luo, Tian Fang, Jean-Daniel Nahmias, Yanghai Tsin, Shiwei Li, Hengshuang Zhao
2026-03-28
Summary
This paper introduces a new technique called LGTM for creating 3D scenes from images, focusing on making it possible to generate very detailed views without needing a huge amount of computing power or time.
What's the problem?
Current methods for creating 3D scenes from images, specifically those using 'Gaussian Splatting', struggle when you want really high resolution images, like 4K. The number of individual pieces of information (called primitives) needed to build the scene grows dramatically as the resolution increases, making it impractical to create detailed scenes quickly. Essentially, to get a sharper picture, you need way more data, and that becomes unmanageable.
What's the solution?
LGTM solves this by using fewer, but more detailed, building blocks for the 3D scene. Instead of needing tons of simple shapes, it uses a smaller number of shapes and adds textures to each one. This separates how complex the scene *is* from how detailed the final image *looks*. By focusing on adding detail through textures rather than increasing the number of shapes, LGTM can create high-resolution images without the massive data requirements of previous methods.
Why it matters?
This is important because it allows for the creation of realistic, high-resolution 3D scenes much more efficiently. Before, creating a 4K image from a 3D model using these techniques required a lot of extra work to refine the scene. LGTM can do it directly, opening up possibilities for applications like virtual reality, augmented reality, and creating realistic visuals for movies and games, all without needing massive computing resources.
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. Project page: https://yxlao.github.io/lgtm/