SRGS: Super-Resolution 3D Gaussian Splatting
Xiang Feng, Yongbo He, Yubo Wang, Yan Yang, Wen Li, Yifei Chen, Zhenzhong Kuang, Jiajun ding, Jianping Fan, Yu Jun
TL;DR
The paper tackles high-resolution novel view synthesis with a 3D Gaussian Splatting framework by introducing SRGS, which densifies Gaussian primitives in high-resolution space and leverages a pretrained 2D super-resolution model to learn faithful textures. It combines a sub-pixel constraint from LR views with a texture-guided learning signal to produce denser, texture-rich primitives that approach HR ground-truth quality. Empirical results on Synthetic NeRF, Tanks & Temples, and Mip-NeRF 360 demonstrate that SRGS outperforms prior methods and narrows the gap to HR-3DGS, while ablation studies validate the effectiveness of densification and external texture priors. The approach offers a practical path to HRNVS using only LR data, with potential limitations tied to the quality of the 2D SR priors and future work aimed at reducing reliance on external models.
Abstract
Recently, 3D Gaussian Splatting (3DGS) has gained popularity as a novel explicit 3D representation. This approach relies on the representation power of Gaussian primitives to provide a high-quality rendering. However, primitives optimized at low resolution inevitably exhibit sparsity and texture deficiency, posing a challenge for achieving high-resolution novel view synthesis (HRNVS). To address this problem, we propose Super-Resolution 3D Gaussian Splatting (SRGS) to perform the optimization in a high-resolution (HR) space. The sub-pixel constraint is introduced for the increased viewpoints in HR space, exploiting the sub-pixel cross-view information of the multiple low-resolution (LR) views. The gradient accumulated from more viewpoints will facilitate the densification of primitives. Furthermore, a pre-trained 2D super-resolution model is integrated with the sub-pixel constraint, enabling these dense primitives to learn faithful texture features. In general, our method focuses on densification and texture learning to effectively enhance the representation ability of primitives. Experimentally, our method achieves high rendering quality on HRNVS only with LR inputs, outperforming state-of-the-art methods on challenging datasets such as Mip-NeRF 360 and Tanks & Temples. Related codes will be released upon acceptance.
