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
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:2501.13558v4 Announce Type: replace
Abstract: Splat-based radiance fields have rapidly diversified in primitive type, kernel support, and appearance parameterization. This diversity makes compr...
By Francesco Di Sario, Riccardo Renzulli, Marco Grangetto, Akihiro Sugimoto, Enzo Tartaglione
arXiv:2609.23182v1 Announce Type: new
Abstract: Feed-forward 3D Gaussian Splatting now reconstructs renderable scenes from unposed, uncalibrated images. Yet, most models supervise only photometric co...
By Si-Yu Lu, Yung-Yao Chen, Yi Jan Chen, Shang-Lin Li, Ching-Chan Liao, Wen-Huang Cheng
arXiv:2608.22344v1 Announce Type: new
Abstract: 3D Gaussian Splatting (3DGS) achieves state-of-the-art rendering quality at real-time speeds but suffers from "model bloat" - a large number of redunda...
By Zi-Ming Wang, Kai-Wen Duan, Kowei Huang, Akihiro Sugimoto, Shang-Hong Lai
arXiv:2610.07958v1 Announce Type: new
Abstract: Feed-forward 3D Gaussian Splatting (3DGS) reconstructs a scene in a single forward pass, replacing per-scene optimization with a network trained across...
By Minhyeok Lee, Jungho Lee, Minseok Kang, Heeseung Choi, Ig-Jae Kim, Sangyoun Lee
Gauss What You Need: Compact Gaussian Splatting Across Scene Scales introduces TangoGS, a method that automatically selects the number of Gaussian primitives for 3D Gaussian Splatting by combining capture-derived model sizing with training-based adaptation. The approach first estimates a learning allowance based on the capture’s total pixels, then adjusts the number of Gaussians during training according to reconstruction quality. On standard benchmarks, TangoGS matches the best baseline’s PSNR while using 48% fewer Gaussians, and on larger captures it scales automatically to achieve the highest mean PSNR with 2.3× more Gaussians.
By Afif Boudaoud, Jiayi Liu, Alexandru Calotoiu, Torsten Hoefler
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
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
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
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.
ResStreamGS introduces a residual‑sensitive dual‑stream framework for mobile volumetric video streaming that distinguishes temporally stable Gaussians from residual‑sensitive ones. Stable Gaussians are transmitted once per Group of Pictures, while only the residual‑sensitive Gaussians are included in the frame‑wise video stream, reducing bandwidth usage. Experiments on complex full‑scene videos show a 7.51–8.35 dB PSNR improvement over a V³‑style baseline, a payload reduction of up to 56.5%, and real‑time performance of 30.883 FPS on a Qualcomm Snapdragon 778G.
By Haoran Liu, Di Wu, Wang Luo, Hengyuan Na, Miao Hu, Guocong Quan