Less
Gaussians,
Texture
More:
4K
Feed-Forward Textured Splatting
Existing feed-forward Gaussian Splatting methods can't scale to
4K.
LGTM is the first native
4K feed-forward method that predicts compact
textured Gaussians.
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.
Image Comparisons
Single-View Inputs
Compared to Flash3D, LGTM produces finer details with textured Gaussian prediction.
Two-View Inputs
LGTM works with both unposed (NoPoSplat baseline) and posed (DepthSplat baseline) settings.
Citation
If you find our work useful in your research, please consider citing:
@inproceedings{lao2026lgtm,
title = {Less Gaussians, Texture More: 4K Feed-Forward Textured Splatting},
author = {Lao, Yixing and Bai, Xuyang and Wu, Xiaoyang and Yan, Nuoyuan and Luo, Zixin and Fang, Tian and Nahmias, Jean-Daniel and Tsin, Yanghai and Li, Shiwei and Zhao, Hengshuang},
booktitle = {ICLR},
year = {2026},
}