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GaussianSR: High Fidelity 2D Gaussian Splatting for Arbitrary-Scale Image Super-Resolution
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Proposes GaussianSR, which replaces discrete latent codes in INR-based arbitrary-scale super-resolution with 2D Gaussian splatting (selective per-pixel Gaussian kernels plus dual-stream channel decoupling), trained end-to-end on DIV2K.
Problem
Arbitrary-scale super-resolution (ASSR) with INR/LIIF-style methods is limited by discrete latent codes, causing checkerboard-like artifacts from abrupt latent selection and requiring costly weighted interpolation of neighboring codes.
Approach
Model each LR feature as a continuous 2D Gaussian field whose amplitudes are the LR features; stack and render these fields to refine and upsample features, and use a Gumbel-Softmax classifier to assign one of 100 learnable Gaussian kernels to each pixel (selective Gaussian splatting), with a dual-stream split so only 8 channels go through Gaussian splatting while the rest are bicubically upsample
Key results
- On integer-scale x4 SR, EDSR-baseline-GaussianSR reaches 26.19 dB on Urban100 vs 26.15 for LIIF and 26.14 for A-LIIF, with the largest gains on high-resolution datasets.
- On non-integer scales (x1.5, x2.4, x3.6), GaussianSR achieves the best PSNR on all five datasets, e.g. 36.27 dB on Urban100 at x1.5 vs 36.13 for LIIF.
- Latency at 128x128 target is 12.56 ms vs 14.52 ms for LIIF, but at 384x384 GaussianSR (106.72 ms) is slower than LIIF (86.43 ms).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Replace LIIF with GaussianSR using the same EDSR-baseline encoder | EDSR-baseline · General100 ×4 and ×3.6 | PSNR (dB): 31.53 -> 31.55; 32.37 -> 32.40 | Helped |
| Replace LIIF with GaussianSR using the same EDSR-baseline encoder | EDSR-baseline · BSD100 ×4 and ×3.6 | PSNR (dB): 27.60 -> 27.61; 28.11 -> 28.13 | Helped |
| Replace LIIF with GaussianSR using the same EDSR-baseline encoder | EDSR-baseline · Urban100 ×4 and ×3.6 | PSNR (dB): 26.15 -> 26.19; 26.89 -> 26.94 | Helped |
| Replace LIIF with GaussianSR using the same EDSR-baseline encoder | EDSR-baseline · Manga109 ×4 and ×3.6 | PSNR (dB): 30.54 -> 30.54; 31.59 -> 31.60 | Mixed |
| Replace LIIF with GaussianSR using the same EDSR-baseline encoder | EDSR-baseline · DIV2K100 ×4 and ×3.6 | PSNR (dB): 29.00 -> 29.03; 29.67 -> 29.70 | Helped |
| Add Gaussian splatting for 8 channels, with bicubic upsampling on the remaining 56, instead of bicubic upsampling on all 64 channels (ablation) | GaussianSR · DIV2K100 ×2, ×3, and ×4 | PSNR (dB): 34.4128 -> 34.7134; 30.8311 -> 31.0010; 28.8788 -> 29.0281 | Helped |
| Increase Gaussian-splatted channels from 8 to 16 (ablation) | GaussianSR · DIV2K100 ×2, ×3, and ×4 | PSNR (dB): 34.7134 -> 34.6990; 31.0010 -> 30.9853; 29.0281 -> 29.0157 | Hurt |
| Increase Gaussian bank from 100 to 400 classes (ablation) | GaussianSR · DIV2K100 ×2, ×3, and ×4 | PSNR (dB): 34.7134 -> 34.7041; 31.0010 -> 30.9914; 29.0281 -> 29.0174 | Hurt |
| Increase Gaussian bank from 100 to 900 classes (ablation) | GaussianSR · DIV2K100 ×2, ×3, and ×4 | PSNR (dB): 34.7134 -> 34.7072; 31.0010 -> 30.9906; 29.0281 -> 20.0229 | Hurt |
Surprising findings
- At 384x384 target resolution, GaussianSR is slower than LIIF (106.72 ms vs 86.43 ms), contrary to the efficiency claims.
- Ablation shows increasing the Gaussian bank from 100 to 400 or 900 classes does not help, and fewer than 20 Gaussians are frequently selected.
Limitations
- The five-dimensional rendering tensor per Gaussian field has substantial memory overhead.
- Gains over LIIF and A-LIIF are marginal on General100 and BSD100, and GaussianSR is slower than LIIF at 384x384 target resolution.
- Evaluation uses only the EDSR-baseline encoder and synthetic bicubic-downsampled LR inputs.
Experimental setup
Datasets: DIV2K General100 BSD100 Urban100 Manga109 Set5
Benchmarks: General100 BSD100 Urban100 Manga109 DIV2K100
Metrics: PSNR runtime (ms)
Baselines: MetaSR LIIF ITSRN A-LIIF DIINN Bicubic
Builds on: LIIF 3D Gaussian Splatting EDSR ITSRN
Closest papers by meaning
- Large Images Are Gaussians: High-Quality Large Image Representation with Levels of 2D Gaussian Splatting (AAAI 2025 · similarity 0.91)
- Splatter Image: Ultra-Fast Single-View 3D Reconstruction (CVPR 2024 · similarity 0.89)
- S2Gaussian: Sparse-View Super-Resolution 3D Gaussian Splatting (CVPR 2025 · similarity 0.88)
- Superpoint Gaussian Splatting for Real-Time High-Fidelity Dynamic Scene Reconstruction (ICML 2024 · similarity 0.88)
- Arbitrary-Scale Image Generation and Upsampling using Latent Diffusion Model and Implicit Neural Decoder (CVPR 2024 · similarity 0.87)
- GaussHDR: High Dynamic Range Gaussian Splatting via Learning Unified 3D and 2D Local Tone Mapping (CVPR 2025 · similarity 0.87)
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