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
arXiv:2603.28431v4 Announce Type: replace
Abstract: Although 3D Gaussian Splatting (3DGS) enables high-fidelity real-time rendering, its prohibitive storage overhead severely hinders practical deploy...
By Xuan Deng, Xiandong Meng, Hengyu Man, Qiang Zhu, Tiange Zhang, Debin Zhao, Xiaopeng Fan
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: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
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
CC-4DGS introduces a storage‑efficient framework for dynamic 4D Gaussian splatting by replacing large multi‑resolution hash tables with a deterministic dense hash encoding and compact neural decoders, reducing deformation storage to 1–3 MB per scene. It also compresses canonical point‑cloud attributes through conditional autoencoding, selective quantization, and residual codebooks, achieving 3–5× reduction in point‑cloud size with negligible quality loss. The combined approach maintains real‑time rendering performance while lowering total storage to 20–30 MB, matching state‑of‑the‑art reconstruction accuracy on N3DV and Technicolor Light Field datasets.
By Kyungdae Park, Chae Eun Rhee
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: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
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
Feed-forward 3D Gaussian Splatting (3DGS) enables scalable scene reconstruction without per-scene optimization, yet produces dense Gaussians that are costly to store and transmit. Existing feed-forward Gaussian compression methods formulate decoding as deterministic representation recovery, which becomes inadequate at low bitrates when high-frequency textures and view-dependent appearance are discarded.