arXiv:2609.23005v1 Announce Type: new
Abstract: 3D Gaussian Splatting (3DGS) enables high-quality novel view synthesis but incurs high storage and transmission costs due to dense Gaussian primitives....
By Yezheng Zhang, Huanxiong Liang, Chuqin Zhou, Guo Lu, Wenjun Zhang
The paper introduces COSA-GS, a new compression method for 3D Gaussian Splatting that avoids spatial aggregation by using anchor-wise causal factorization. It builds a compact learnable anchor latent from geometry context and fuses it with the geometry context to create an anchor context for attribute coding, employing only linear transformations and activations. The method is trained with rate–distortion optimization, adaptive Gaussian pruning, and quantization-aware training to ensure bit‑exact entropy decoding across platforms, achieving state‑of‑the‑art compression performance with fast, consistent cross‑platform decoding.
By Pengpeng Yu, Yueru Chen, Fei Song, Tai Qin, Qi Zhang, Jing Wang, Yulan Guo
The paper introduces SAGA, a volumetric video codec that uses sparse 4D anchors to guide Gaussian splatting for dynamic scene representation. By hierarchically arranging anchors and employing coordinate‑based INR decoders, SAGA shares geometry and appearance across primitives, captures long‑range dependencies with an orthogonality‑informed slot‑update strategy, and achieves substantial BD‑rate reductions on the Neu3D test set.
By Ge Gao, Siyue Teng, Chanqgi Wang, Fan Zhang, Nantheera Anantrasirichai, Jui Chiu Chiang, Wen-Hsiao Peng, David Bull
arXiv:2610.34263v1 Announce Type: new
Abstract: 3D Gaussian Splatting (3DGS) has emerged as a promising approach for fast, high-quality novel-view rendering. However, its large parameter size remains...
By Wenqing Wang, Huimin Zeng, Yun Fu
The paper introduces Iterative Gaussian Synopsis, a top‑down unfolding framework that generates compact, progressive levels of detail for 3D Gaussian Splatting (3DGS). Starting from a full‑resolution 3DGS model, it iteratively prunes Gaussian primitives using a learnable mask, building a multi‑level hierarchy that preserves visual quality while reducing storage. The method combines hierarchical spatial grids with a shared Anchor Codebook to capture global structure and local details, enabling efficient, level‑specific rendering with minimal data overhead.
By Yuqin Lu, Yihua Dai, Yang Zhou, Guiqing Li, Shengfeng He
Anchor3DGS introduces a pose‑free, feed‑forward 3D Gaussian Splatting framework that replaces pixel‑aligned Gaussian prediction with a compact anchor‑based representation. By placing 3D anchors guided by information entropy, the method concentrates primitives in visually complex regions while ensuring broad spatial coverage, and each anchor aggregates multi‑view features to generate local Gaussians. A lightweight feature enhancement module refines the coarse RGB output, resulting in state‑of‑the‑art novel view synthesis quality with an order of magnitude fewer Gaussian primitives than prior approaches.
By Sheng Ye, Jiangke Lin, Fudong Wang, Yi Yuan, Zhen-Hui Dong, Yong-Jin Liu
arXiv:2605.25563v2 Announce Type: replace
Abstract: While feed-forward 3D Gaussian splatting reconstructs renderable Gaussian primitives from sparse context views without per-scene optimization, exis...
By Pengpeng Yu, Runqing Jiang, Qi Zhang, Dingquan Li, Jing Wang, Yulan Guo
arXiv:2610.20590v1 Announce Type: new
Abstract: Feed-forward 3D Gaussian Splatting (3DGS) methods enable efficient reconstruction of 3D scenes from sparse multi-view images in a single forward pass,...
By Seungmi Choi, Ji-Hyoun Choi, Suhyun Jo, Tae-Gwon Park, Hui Yong Kim
CompactSplat introduces a feedforward scene reconstruction method that adaptively allocates 3D Gaussian primitives based on texture-guided spatial partitioning and hierarchical sampling. By concentrating dense Gaussians in complex regions and using expanded primitives for flat areas, it reduces redundancy and better captures planar geometry. The framework also allows dynamic sparsity control during inference, enabling trade-offs between rendering quality and memory usage without retraining.
By Bing He, Jingnan Gao, Yunuo Chen, Zhengxue Cheng, Rong Xie, Li Song, Wenjun Zhang
arXiv:2609.27868v1 Announce Type: cross
Abstract: Octree-based 3D Gaussian Splatting organizes anchors into multi-level hierarchies for level-of-detail rendering, but features at different levels are...
By Wei Zhang, Shiqiang Gong, Shengkai Yu, Zeyu Wang, Clement Mallet, Zhitong Xiong, Qi Wang
GeoGSplat introduces a geometry‑grounded, feed‑forward Gaussian splatting framework that avoids the pixel‑aligned prediction bottleneck by using a fixed number of Gaussians. A dual‑branch encoder builds coarse 3D anchors and fine triplane features, while a hierarchical decoder progressively generates dense 3D points and Gaussian primitives for reconstruction and novel view synthesis. The method outperforms state‑of‑the‑art pixel‑aligned and non‑pixel‑aligned splatting techniques on DTU and NRGBD datasets, especially when rendering views far from the input cameras.
By Jiale Wang, Chen Zhao, Haoyang Zhang, Yanhao Wu, Fei He, Yanhu Shan, Rui Wu, Wei Ke, Tong Zhang
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...
By Jiun Lee, Jaekwang Kim, Sangmin Lee