3DGS$^3$: Joint Super Sampling and Frame Interpolation for Real-Time Large-Scale 3DGS Rendering

📅 2026-05-12
📈 Citations: 0
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🤖 AI Summary
This work addresses the computational bottleneck of 3D Gaussian Splatting (3DGS) in ultra-dense scenes and high-resolution settings, which hinders its ability to meet low-latency rendering requirements. To overcome this limitation without altering the original 3DGS pipeline, the authors propose 3DGS³, a unified post-rendering framework that jointly enables gradient-aware super-resolution and lightweight temporal frame interpolation. Leveraging the continuous differentiability of 3DGS, the method employs a GRU-based Gradient-Aware Super-Sampling (GASS) module to extract spatial gradients and integrates a U-Net–inspired Lightweight Temporal Frame Interpolation (LTFI) module to fuse temporal information, thereby simultaneously enhancing both resolution and frame rate. Experiments demonstrate that 3DGS³ significantly outperforms existing approaches on public benchmarks, achieving state-of-the-art performance in both rendering efficiency and visual quality.
📝 Abstract
3D Gaussian Splatting (3DGS) enables high-quality real-time 3D rendering but faces challenges in efficiently scaling to ultra-dense scenes and high-resolution due to computational bottlenecks that limit its use in latency-sensitive applications. Instead of optimizing the splatting pipeline itself, we propose \textbf{3DGS$^3$}, a unified post-rendering framework that jointly performs super sampling and frame interpolation through differentiable processing of low-resolution outputs to achieve both high-resolution and high-frame-rate rendering. Our \textbf{Gradient\- \-Aware Super Sampling (GASS)} module leverages the continuous differentiability of 3DGS to extract image gradients that guide a GRU-based refinement network to enable high-fidelity super sampling. Furthermore, a \textbf{Lightweight Temporal Frame Interpolation (LTFI)} module based on a compact U-Net-like backbone fuses temporal and differentiable spatial cues from consecutive frames to synthesize temporally coherent intermediate frames. Experiments on public datasets demonstrate that 3DGS$^3$ achieves superior rendering efficiency and visual quality when compared with state-of-the-art methods and remains compatible with existing 3DGS acceleration techniques. The code will be publicly released upon acceptance.
Problem

Research questions and friction points this paper is trying to address.

3D Gaussian Splatting
real-time rendering
computational bottleneck
high-resolution
latency-sensitive applications
Innovation

Methods, ideas, or system contributions that make the work stand out.

3D Gaussian Splatting
Super Sampling
Frame Interpolation
Differentiable Rendering
Real-Time Rendering
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