Learning to Adaptively Allocate Gaussians for Arbitrary-Scale Image Super-Resolution
arXiv:2606. 29400v1 Announce Type: cross Abstract: In computer graphics, visual content is continuously warped, zoomed and resampled.
The paper introduces QuADA-GS, a method for Arbitrary-Scale Super-Resolution that dynamically densifies 2D Gaussian splatting based on low‑resolution input. By allocating Gaussians adaptively to structurally complex regions and employing a sparse communication mechanism, it balances high visual fidelity with lower computational cost. Experiments show that this approach achieves a competitive trade‑off between quality and efficiency for super‑resolution tasks.
arXiv:2606. 29400v1 Announce Type: cross Abstract: In computer graphics, visual content is continuously warped, zoomed and resampled.
The paper introduces a structure‑aware merging pipeline that consolidates per‑pixel 3D Gaussian primitives from any feed‑forward reconstruction method into a compact, content‑adaptive Gaussian set. By grouping spatially coherent Gaussians with adaptive superpixel segmentation guided by a saliency map, compressing clusters via a learned encoder, and merging representations across views using geometric overlap and feature similarity, the method reduces the number of Gaussians to about one‑twentieth of the original while preserving visual quality. A level‑of‑detail decoder allows controllable resolution, and the pipeline operates as a backbone‑agnostic post‑processing module, improving robustness and rendering efficiency.
arXiv:2607.20813v2 Announce Type: replace Abstract: Pixel-aligned Gaussian splatting enables efficient and generalizable novel-view synthesis. However, high-resolution rendering faces a critical trad...
ReSplat introduces a recurrent Gaussian splatting model that iteratively refines 3D Gaussians using the rendering error as a feedback signal, avoiding explicit gradient computation. The method starts from a compact reconstruction in a subsampled space, producing far fewer Gaussians than prior per‑pixel models, which reduces computational cost. Experiments on multiple datasets, view counts, and resolutions show state‑of‑the‑art performance with faster rendering speeds.
F4Splat introduces a feed‑forward predictive densification strategy for 3D Gaussian splatting that allocates Gaussians based on a densification‑score guided by spatial complexity and multi‑view overlap. The method predicts per‑region scores to estimate required Gaussian density, enabling explicit control over the total Gaussian budget without retraining. This adaptive allocation reduces redundancy in simple regions and minimizes duplicate Gaussians across overlapping views, yielding compact yet high‑quality 3D representations and superior novel‑view synthesis performance with fewer Gaussians.
3D Gaussian Splatting has demonstrated remarkable potential in novel view synthesis. In contrast to small-scale scenes, large-scale scenes inevitably contain sparsely observed regions with excessively sparse initial points.
arXiv:2609.23380v1 Announce Type: new Abstract: Gaussian Splatting has enabled real-time novel view synthesis, but its tightly coupled geometry and appearance representation often require a large num...
arXiv:2609.23182v1 Announce Type: new Abstract: Feed-forward 3D Gaussian Splatting now reconstructs renderable scenes from unposed, uncalibrated images. Yet, most models supervise only photometric co...
KISS-GS is a modular compression pipeline for 3D Gaussian Splatting (3DGS) scenes that separates compression from training. It first compacts a vanilla 3DGS scene by 15.7× using state‑of‑the‑art pruning, then encodes the result into the SOG‑XT image‑based format, achieving an additional 6.6× reduction. Optional encoding‑aware fine‑tuning can further cut the size by 2.2×, yielding total reductions of 85× to 319× on standard benchmarks while enabling web‑native decoding.
The paper introduces SVRecon, a generalizable neural surface reconstruction framework that uses sparse volumetric representations to achieve high-resolution 3D reconstruction. It employs a two-stage architecture: first predicting occupied voxels with an occupancy network, then rendering only within those regions using specialized sparse algorithms. This approach allows reconstruction at resolutions up to 512³ on 32 GB hardware, producing smoother and more precise surfaces, especially in sparse-view scenarios.
arXiv:2608.30782v1 Announce Type: new Abstract: Real-world image super-resolution (Real-ISR) aims to preserve structures supported by the degraded observation while reconstructing perceptually realis...
Gaussian Splatting has emerged as an effective representation for video, but existing methods rely on per-video optimization. This leads to slow encoding and limits generalization across videos.