Codec-Compatible Learned Compression for 3D Gaussian Splatting
Read the original on arXiv Computer Vision →The Flow has not summarised this story yet — read it at arXiv Computer Vision.
The Flow has not summarised this story yet — read it at arXiv Computer Vision.
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.
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,...
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...
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...
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...
The paper introduces a compact neural appearance model for 3D Gaussian Splatting that replaces traditional low‑order spherical harmonics (SH) with a tiny shared MLP decoding per‑primitive latent codes. It compares SH with recent spherical appearance models, integrating all into a unified CUDA rasterizer and WebGL viewer, and demonstrates that the new neural representation reduces per‑primitive appearance storage from 192 to 28 bytes, speeds optimization by 1.3×, and improves reconstruction quality. The study also analyzes how different appearance parametrizations affect geometry recovery and the handling of non‑static scene content.