Neural Radiance Fields (NeRF) achieve photorealistic novel view synthesis but become costly when high-resolution (HR) rendering is required, as HR outputs demand dense sampling and higher-capacity models. Moreover, naively super-resolving per-view renderings in 2D often breaks multi-view consistency. We propose Generalizable NGP-SR, a 3D-aware super-resolution framework that reconstructs an HR radiance field directly from low-resolution (LR) posed images. Built on Neural Graphics Primitives (NGP), NGP-SR conditions radiance prediction on 3D coordinates and learned local texture tokens, enabling recovery of high-frequency details within the radiance field and producing view-consistent HR novel views without external HR references or post-hoc 2D upsampling. Importantly, our model is generalizable: once trained, it can be applied to unseen scenes and rendered from novel viewpoints without per-scene optimization. Experiments on multiple datasets show that NGP-SR consistently improves both reconstruction quality and runtime efficiency over prior NeRF-based super-resolution methods, offering a practical solution for scalable high-resolution novel view synthesis.
Figures & tables
Figure 1: NGP-SR takes low-resolution (LR) images with camera poses and encodes them into hierarchical view-texture tokens that capture local spatial and pose-aware texture cues. These tokens are interpolated through a unified hash table with adaptive, camera-conditioned weights to produce robust multi-resolution feature vectors. Finally, a global feature fusion module integrates holistic LR image context, and a camera-aware decoder synthesizes high-resolution, view-consistent outputs.
Figure 2: 2D illustration of Cross-Level Hash Mapping mechanism. For each query token, hyper-vertices are identified at multiple resolution levels of the grid. Texture tokens introduce patch-dependent offsets, such that weight of the selected hyper-vertices may differ across resolutions for the same spatial coordinate. To reduce memory consumption, hyper-vertices from coarser levels are mapped to vertices at the finest resolution level.
Methods
Blender × 2 (100 × 100)
Blender × 4 (100 × 100)
Blender × 2 (200 × 200)
Blender × 4 (200 × 200)
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
TensoRF [ 4 ]
25.41
0.882
0.161
24.06
0.843
0.188
27.27
0.909
0.199
26.18
0.882
0.146
Instant-NGP [ 26 ]
26.34
0.916
0.157
24.83
0.872
0.229
28.29
0.934
0.109
27.07
0.904
0.159
3DGS [ 16 ]
27.57
0.935
0.124
25.59
0.887
0.213
29.49
0.949
0.087
27.86
0.916
0.147
LR+Bicubic
28.20
0.946
0.099
25.99
0.896
0.192
30.53
0.962
0.066
28.60
0.927
0.128
NeRF-SR [ 33 ]
28.74
0.924
0.066
28.07
0.921
0.071
30.82
0.953
0.055
28.46
0.921
0.076
Table 1: Comparison of SOTAs on Blender datasets with varying resolutions and scaling factors. The best results are highlighted in bold, and the second-best results are underlined.
Methods
LLFF × 2 (100 × 100)
LLFF × 4 (100 × 100)
LLFF × 2 (200 × 200)
LLFF × 4 (200 × 200)
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
TensoRF [ 4 ]
24.07
0.754
0.314
22.16
0.591
0.596
24.69
0.750
0.309
23.49
0.648
0.503
Instant-NGP [ 26 ]
22.17
0.667
0.335
20.90
0.543
0.479
21.47
0.616
0.332
20.81
0.571
0.428
3DGS [ 16 ]
23.20
0.735
0.307
21.52
0.581
0.580
23.76
0.748
0.294
22.73
0.654
0.478
LR+Bicubic
24.56
0.765
0.299
22.62
0.608
0.579
25.92
0.793
0.260
24.43
0.687
0.468
NeRF-SR [ 33 ]
26.24
0.838
0.123
24.07
0.713
0.252
27.15
0.837
0.122
25.44
0.745
0.208
Table 2: Comparison of SOTAs on LLFF datasets with varying resolutions and scaling factors. The best results are highlighted in bold, and the second-best results are underlined.
Figure 3: The qualitative comparison of our method on the Blender datasets, with input images at 200 × 200 resolution and × 4 super-resolution. The leftmost images show the low-resolution inputs, while the images highlighted in red correspond to our results. Compared with other methods that fail to recover fine structures, our approach successfully reconstructs sharp and detailed results. Notably, our method consistently enhances regions where other approaches produce blurred or low-frequency reconstructions.
Figure 4: The qualitative comparison of our method on the LLFF datasets, with input images at 200 × 200 resolution and × 4 super-resolution.The leftmost images show the low-resolution inputs, while the images highlighted in red correspond to our results. Our method successfully reconstructs fine details in leaves and architectural structures, and consistently improves reconstruction quality in regions where other methods exhibit degraded results.
Figure 5: Quantitative ablation on the Lego scene.
Methods
DTU
PSNR ↑
SSIM ↑
LPIPS ↓
MVSGaussian
21.95
0.863
0.112
GeFU
23.15
0.880
0.100
GDB-NeRF
22.42
0.867
0.111
Ours ( × 4)
31.38
0.884
0.122
Table 3: Comparison of SOTAs on DTU datasets with 512×512 resolution.
Figure 6: Qualitative evaluation of novel-scene generalization on the DTU dataset. Each panel shows the reconstructed image (left) and two zoomed-in crops (right). Baselines use 512×512 inputs, while our method operates on 128×128 inputs with ×4 super-resolution and still reconstructs sharp details with accurate lighting.
Methods
Lego × 2 (100 × 100)
PSNR ↑
SSIM ↑
LPIPS ↓
Ours w/o Gcam
26.69
0.892
0.082
Ours w/o GCNN
13.38
0.538
0.471
Ours w/o Gfuse
13.69
0.585
0.436
Ours
30.60
0.952
0.075
Table 4: Ablation studies of our method on the Lego dataset using PSNR, SSIM, and LPIPS metrics.
3D super-resolution (3DSR) aims to reconstruct high-resolution (HR) 3D scenes from low-resolution (LR) multi-view images. Existing methods rely on dense LR inputs and per-scene optimization, which restricts the high-frequency priors for constructing HR 3D Gaussian Splatting (3DGS) to those inherited from pretrained 2D super-resolution (2DSR) models. This severely limits reconstruction fidelity, cross-scene generalization, and real-time usability. We propose to reformulate 3DSR as a direct feed-forward mapping from sparse LR views to HR 3DGS representations, enabling the model to autonomously learn 3D-specific high-frequency geometry and appearance from large-scale, multi-scene data. This fundamentally changes how 3DSR acquires high-frequency knowledge and enables robust generalization to unseen scenes. Specifically, we introduce SR3R, a feed-forward framework that directly predicts HR 3DGS representations from sparse LR views via the learned mapping network. To further enhance reconstruction fidelity, we introduce Gaussian offset learning and feature refinement, which stabilize reconstruction and sharpen high-frequency details. SR3R is plug-and-play and can be paired with any feed-forward 3DGS reconstruction backbone: the backbone provides an LR 3DGS scaffold, and SR3R upscales it to an HR 3DGS. Extensive experiments across three 3D benchmarks demonstrate that SR3R surpasses state-of-the-art (SOTA) 3DSR methods and achieves strong zero-shot generalization, even outperforming SOTA per-scene optimization methods on unseen scenes.
Xiang Feng, Xiangbo Wang, Tieshi Zhong +7
Hangzhou Dianzi University · ShanghaiTech University · Peking University +1
Neural radiance field (NeRF) and 3D Gaussian splatting (3DGS) are two mainstream approaches for novel view synthesis. They often show complementary performance, i.e., 3DGS demonstrating faster rendering speed and NeRF demonstrating higher rendering quality. Motivated by this, we propose leveraging NeRF-rendered images for 3DGS. Specifically, we target street scenes and utilize a pre-trained street-specific NeRF method to produce training images for a target 3DGS method. In our 3DGS training, NeRF-rendered images are used to remove transient objects in street-level input views and to generate bird's-eye views as additional views, inheriting the higher-quality rendering of NeRF into 3DGS. We further incorporate a diffusion-based image enhancement to improve the image quality of the additional views. Experimental results on one synthetic and two real datasets demonstrate that our proposed method improves street-scene rendering while preserving the speed of 3DGS and the quality of NeRF.
Neural Radiance Fields (NeRF) achieve high-quality novel-view synthesis, but their long training times and reliance on dense input views limit accessibility. We present a comparative study of three accelerated NeRF variants - DS-NeRF, TensoRF, and HashNeRF and explore extensions targeted at the low-compute, low-data regime. First, we add a depth-supervision loss derived from COLMAP keypoints to TensoRF (TensoRF-DS) and evaluate it on the LLFF dataset under reduced view counts. Second, we ablate the feature-decoding MLP of TensoRF and study the effect of input downsampling on PSNR and runtime on the synthetic Lego scene. Third, we propose four architectural variants of the HashNeRF color and density networks, including residual and convolutional designs, and report PSNR/training-time tradeoffs under matched iteration budgets. Under iso-time evaluation, none of our extensions conclusively outperform the published baselines, but the experiments characterize which extensions transfer to constrained settings and surface design questions for future work.
Alice Huang, Prathamesh Sonawane, Yashdeep Thorat +1