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/
Figures & tables
Rendering Resolution
Method
Primitive Resolution
Texture Size
Metrics
Train Memory ( bs=1 )
LPIPS ↓
SSIM ↑
PSNR ↑
1024 × 576
NoPoSplat
1024 × 576
-
0.239
0.716
23.169
61.85 GB
LGTM
512 × 288
2 × 2
0.213
0.816
25.606
20.16 GB
LGTM
256 × 144
4 × 4
0.283
0.762
24.135
16.26 GB
2048 × 1152
NoPoSplat
2048 × 1152
-
✗
✗
✗
OOM
LGTM
512 × 288
4 × 4
0.176
0.810
25.328
21.39 GB
Table 1: LGTM enables high-resolution feed-forward Gaussian splatting. We compare LGTM with NoPoSplat Ye et al. (2025) variants using different primitive resolutions but yielding the same effective output resolution. NoPoSplat fails to train at 2K or higher due to memory and compute limits, whereas LGTM reaches equivalent resolutions with compact geometric primitives and per-primitive texture maps. Training memory reports peak GPU usage with batch size 1, 2 context views, and 4 target views. For inference performance and memory analysis, see Table 4 .
Figure 2: LGTM Architecture. Top : The primitive network fprim takes low-resolution images as input and predicts compact geometric primitives μ , s , r , c . Bottom : The texture network ftexture processes high-resolution images through image patchify and projective mapping networks, and predicts per-primitive texture maps Tα,Tc . This decoupling of geometry and appearance enables LGTM to achieve feed-forward 4K Gaussian splatting with significantly fewer primitives.
Dataset
Method
Render Resolution
Primitive Resolution
Texture Size
Metrics
Baseline
Primitive
LPIPS ↓
SSIM ↑
PSNR ↑
RE10K
NoPoSplat
3DGS
1024 × 576 (1K)
512 × 288
-
0.250
0.823
24.666
2DGS
1024 × 576 (1K)
512 × 288
-
0.225
0.829
24.674
LGTM
1024 × 576 (1K)
512 × 288
2 × 2
0.195
0.847
25.419
NoPoSplat
3DGS
2048 × 1152 (2K)
512 × 288
-
0.257
0.819
24.235
2DGS
2048 × 1152 (2K)
512 × 288
-
0.227
0.823
24.282
Table 2: Novel view synthesis results under two-view setting. Performance of LGTM over NoPoSplat and DepthSplat across rendering resolutions and datasets. For 4K resolution, we use 4096 × 2304 for NoPoSplat and 3840 × 2048 for DepthSplat due to the requirements of their backbone networks.
Figure 3: Qualitative comparison in the two-view setting. Evaluated on the DL3DV dataset at 4K resolution. Best viewed in color and zoomed in.
Inputs
Method
Render Resolution
Primitive Resolution
Texture Size
Metrics
Baseline
Primitive
LPIPS ↓
SSIM ↑
PSNR ↑
Single-view
Flash3D
3DGS
1024 × 576 (1K)
512 × 288
-
0.274
0.672
21.353
2DGS
1024 × 576 (1K)
512 × 288
-
0.267
0.676
21.447
LGTM
1024 × 576 (1K)
512 × 288
2 × 2
0.215
0.708
21.910
Flash3D
3DGS
2048 × 1152 (2K)
512 × 288
-
0.368
0.643
19.911
2DGS
2048 × 1152 (2K)
512 × 288
-
0.358
0.653
20.276
Table 3: Single-view and multi-view novel view synthesis results. Comparison of LGTM with Flash3D Szymanowicz et al. (2025) and VGGT Wang et al. (2025a) baselines across different view settings and resolutions on DL3DV dataset.
Figure 4: Qualitative comparison in the single-view setting. We re-train Flash3D on DL3DV with the same number of geometric primitives (512 × 288) for 3DGS, 2DGS, and LGTM.
Method
Primitive Resolution
Texture Size
Render Resolution
Peak GPU Memory (GB)
Network Fwd. Time (ms)
Render Time (ms)
Total Time (ms)
①
NoPoSplat 3DGS
512 × 288
-
512 × 288
3.06
110.37
3.81
114.18
②
NoPoSplat 2DGS
512 × 288
-
512 × 288
3.06
112.70
6.43
119.13
③
LGTM
512 × 288
2 × 2
1024 × 576
4.33
132.06
7.70
139.76
④
LGTM
512 × 288
4 × 4
2048 × 1152
4.60
136.14
14.26
150.40
⑤
LGTM
512 × 288
8 × 8
4096 × 2304
5.51
142.28
32.82
175.10
Table 4: Inference time and memory benchmark. LGTM is highly efficient when scaling up to high resolutions: compared to the NoPoSplat 512 × 288 2DGS (②), the LGTM 4096 × 2304 model (⑤) represents a 64 × increase in pixels, yet requires only 1.80 × the peak memory and 1.47 × the total time. For an analysis of training memory requirements, see Table 1 .
Method
LPIPS ↓
SSIM ↑
PSNR ↑
①
NoPoSplat (3DGS)
0.371
0.583
16.964
②
+ High-res retrain (2DGS)
0.256
0.731
23.502
③
+ Image patchify only
0.199
0.782
24.673
④
+ Texture color
0.189
0.806
25.314
⑤
+ Texture alpha (full model)
0.176
0.810
25.328
Table 5: Ablation study on LGTM components. We start from the NoPoSplat baseline and progressively integrate components of LGTM, evaluated on DL3DV at 2K resolution. All models operate on 512 × 288 primitives. The baseline is trained on low-resolution and evaluated at 2K. Subsequent versions are trained with high-resolution supervision.
Figure 5: Qualitative results of the ablation study. Each image shows the progressive improvement as components of LGTM are added to the NoPoSplat baseline. The full model produces renderings that are visibly closer to the ground truth.
Appendix figures & tables6 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 6: Effects of high-resolution re-training.
Figure 7: Unbounded bilinear texture sampling. Our sampling method uses border clamping to handle out-of-bounds coordinates, allowing texture information to extend beyond the primitive boundary. This provides smoother transitions and better coverage compared to bounded sampling approaches that use zero-padding for out-of-bounds areas.
Figure 8: Qualitative comparison across different input view gaps. Each row shows context frame gaps of 10, 20, 30, and 40 frames. LGTM consistently produces sharper details and fewer artifacts.
Context view gap
Method
LPIPS ↓
SSIM ↑
PSNR ↑
10
NoPoSplat
0.322
0.737
22.198
NoPoSplat + LGTM
0.200
0.803
24.489
20
NoPoSplat
0.366
0.722
20.732
NoPoSplat + LGTM
0.258
0.765
22.159
30
NoPoSplat
0.413
0.709
19.430
NoPoSplat + LGTM
0.323
0.730
20.123
Appendix
Table 6: Quantitative comparison across different input view gaps. LGTM consistently outperforms the baseline across all gaps (10, 20, 30, 40 frames), demonstrating robustness to larger viewpoint differences.
Figure 9: Comparing LGTM to per-scene optimization. Top: Per-scene optimization overfits to context views with degraded performance on middle frames. DepthSplat + LGTM maintains stable quality across all frames. Bottom: Target frame #10. While both achieve similar sharpness in the center, LGTM produces sharper details with fewer artifacts toward the edges.
Method
Per-Scene Optimization
DepthSplat + LGTM (Ours)
Frames for COLMAP
{0, 1, 2, …, 20}
-
Context views (optimization)
{0, 20}
{0, 20}
Target views (evaluation)
{1, 2, 3, …, 19}
{1, 2, 3, …, 19}
PSNR ↑
21.75
27.99
SSIM ↑
0.78
0.88
LPIPS ↓
0.21
0.15
Appendix
Table 7: Comparison with per-scene optimization. DepthSplat + LGTM outperforms per-scene optimized 3DGS while being orders of magnitude faster.
School of Mathematics and Computer Science, Nanchang University · State Key Laboratory of Multimedia Information Processing, School of Computer Science, Peking University · Henan University +4