arXiv:2610.07795v1 Announce Type: new
Abstract: This paper presents a novel effective Gaussian Splatting (GS) sequence Compression method that utilizes the Video codec (GSCV). Existing video-based GS...
By Qi Yang, Shuting Xia, Le Yang, Geert Van Der Auwera, Zhu Li
arXiv:2610.26920v1 Announce Type: cross
Abstract: Video-based 3D Gaussian Splatting (3DGS) compression methods provide a practical route by representing Gaussian attributes as 2D maps and coding them...
By Feiyang Yu, Qi Yang, Wenjie Huang, Yunfeng Guan, Yiling Xu, Zhu Li
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.
By Wieland Morgenstern, Friedrich Elias Branschke, Florian Fleischmann, Adrian Szatmari, Paul Schlack, Florian Barthel, Peter Eisert, Anna Hilsmann
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:2610.19538v1 Announce Type: new
Abstract: 3D Gaussian Splatting (3DGS) enables high-quality, real-time novel view synthesis but requires significant storage and transmission resources. Mapping...
By Huiping Ren, Shuai Wan, Luqian Bai, Zhang Chen, Fuzheng Yang
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
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:2609.34367v2 Announce Type: replace
Abstract: Learned image codecs (LICs) achieve high reconstruction quality, but their decoding speed is often insufficient for immersive virtual reality (VR)....
By Yulong Cheng, Youneng Bao, Junfeng Zhou, Mu Li, Jie Wen
arXiv:2608.22465v1 Announce Type: new
Abstract: High-fidelity free-viewpoint video (FVV) and interactive rendering increasingly rely on explicit Gaussian representations, yet practical deployment rem...
By Xinhui Liu, Lei Liu, Zhenghao Chen, Lebin Zhou, Wei Wang, Wei Jiang
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 a non‑uniform quantisation scheme designed for 3D Gaussian Splatting (3DGS) models, addressing their high bitrate demands. By applying importance‑weighted quantisation and merging, the method adapts to the data distribution and removes post‑voxelisation redundancy. Experiments on benchmark datasets show state‑of‑the‑art compression performance, and the scheme is compatible with any point‑cloud representation, positioning it as a candidate for future MPEG 3DGS standardisation.
By Bert Van hauwermeiren, Patrice Rondao Alface, Adrian Munteanu
The study examines how different two‑dimensional projections of spherical 360‑degree video affect end‑to‑end neural compression. Seven JVET‑360Lib formats were evaluated using a scale‑space flow model on standard test sequences, with performance measured by PSNR, spherical PSNR, weighted spherical PSNR, and BD‑rate. Results show that equirectangular and padded equirectangular projections yield the best compression efficiency with the neural model, while cubemap‑based formats excel with conventional HM‑16.16 codecs, highlighting that projection choice is codec‑dependent.
By Niloofar Maani