Organizations: Central South University, Changsha, China · Malanshan Audio & Video Laboratory, Changsha, China
Abstract
3D Gaussian Splatting (3DGS) and recent compression schemes such as HAC++ enable high-fidelity real-time neural rendering, but their bitstreams are fragile under packet loss during network streaming. Existing compression methods often separate correlated anchor attributes into independent streams, so losing one packet can create attribute-inconsistent broken anchors and severe rendering artifacts. We propose a packet-loss robust 3DGS transmission and error concealment framework. On the encoder side, anchor-level atomic packaging jointly encapsulates all attributes of each anchor, converting corrupted-attribute failures into clean missing-anchor erasures. Stratified random grouping further disperses packet losses across the spatial domain to avoid large contiguous voids. On the decoder side, we formulate recovery as prior-aware attribute inpainting. A Context-Aware Residual Interpolation (CARI) branch uses hash-grid prior predictions and neighboring residuals to build a robust baseline, while a lightweight two-layer graph neural network with cross-attention over hash-grid priors refines high-frequency attribute residuals. Attribute-wise confidence control falls back to interpolation when learned predictions are unreliable. Experiments under 20 percent random packet loss on BungeeNeRF, Mip-NeRF 360, and Tanks and Temples show that the proposed method substantially improves over no-concealment transmission and limits average PSNR degradation to about 3 dB relative to the lossless HAC++ reference.
While feed-forward 3D Gaussian splatting reconstructs renderable Gaussian primitives from sparse context views without per-scene optimization, existing pipelines do not provide a compact scene representation for storage or transmission. A natural solution is to apply existing 3DGS compression methods to the generated Gaussian primitives. However, this approach operates on the final irregular 3D representation and is decoupled from the internal feature-to-Gaussian generation process, which limits compression efficiency. To address this, we introduce CodecSplat, an ultra-compact latent coding framework for feed-forward 3D Gaussian splatting. CodecSplat first encodes an intermediate 2D Gaussian-generation feature into an entropy-coded scene bitstream. At the decoder, the latent feature is reconstructed and used to predict depth and Gaussian parameters, which are then mapped to 3D Gaussian primitives. Note that, by integrating compression into the feed-forward Gaussian generation pipeline, CodecSplat avoids inefficient compression over irregular 3D Gaussian primitives and allows the codec to exploit the structured intermediate feature representation. We instantiate CodecSplat on a feed-forward Gaussian splatting backbone with depth-guided multi-view feature refinement and a hierarchical learned feature codec. On DL3DV and RealEstate10K datasets, CodecSplat achieves 23.56-26.36 dB and 24.76-27.05 dB PSNR with only 20.00-107.77 KiB and 3.37-12.51 KiB per scene, respectively. This is roughly one order of magnitude smaller than compressing feed-forward generated Gaussian primitives, while preserving controllable rate-distortion behavior.
Dynamic 3D Gaussian Splatting (3DGS) holds great promise as a 3D video streaming technology since it can represent complex 3D scenes with high fidelity. In this approach, every frame in a 3D video represents the environment as a collection of Gaussians with position and other attributes such as scale, rotation, opacity, and color. Frames capture fine details, permit views from any arbitrary perspective, but are an order of magnitude, or more, larger than 2D video frames. A line of recent work has explored how to compress dynamic 3DGS frames, but these approaches are often slow, in part because their compression techniques are not amenable to efficient acceleration. GS-NFS accelerates dynamic 3DGS compression and decompression on a GPU, to the point where it can encode and decode at full frame rate. It achieves this by developing novel GPU-based parallelizations of existing algorithms for encoding both positions and attributes of Gaussians. As a result, it is 1-2 orders of magnitude faster than the state-of-the-art in encoding and decoding a frame, while offering competitive compression performance and rendering quality.
While 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction, it suffers from significant overhead due to massive redundant primitives. Existing compression methods typically rely on local sampling or fixed pruning thresholds, which often struggle to balance redundancy reduction with high-fidelity rendering. To address this, we propose a novel framework that formulates Gaussian optimization as a global geometric distribution matching problem. Specifically, our approach integrates three components: (1) we introduce a multi-view 3D Gaussian contribution ranking mechanism that filters primitives using geometric consistency instead of local heuristics; (2) we propose a global Optimal Transport (OT)-based aggregation algorithm that merges redundant primitives while preserving the underlying geometry; and (3) we design an OT-based densification operator that maintains the Gaussian's distributional properties for stable optimization. Our approach achieves state-of-the-art rendering quality with only \textbf{10%} primitives and \textbf{10×} accelerated training speeds compared to vanilla 3DGS.