Organizations: Department of Computing, The Hong Kong Polytechnic University, Hong Kong SAR, China · Department of Civil and Environmental Engineering, The Hong Kong Polytechnic University, Hong Kong SAR, China
Streaming reconstruction of Free-Viewpoint Videos (FVVs) supports immersive Internet of Things (IoT) services, such as telepresence and digital twin visualization. Existing methods suffer from high per-frame optimization time and large storage footprints, limiting deployment on resource-constrained Edge-IoT devices. To address these challenges, we propose Structured Sparse Gaussian Streaming (S2GS), an FVV reconstruction framework that exploits structure-aware temporal sparsity to selectively update Gaussian residuals, enabling efficient streaming without compromising visual fidelity. In the spatial domain, a streaming octree hierarchically organizes Gaussian residuals, capturing spatial correlations that guide residual updates. In the temporal domain, a structured gating mechanism, comprising hierarchical feature propagation (HFP) and Gumbel-Sigmoid sampling, converts hierarchical dynamic cues into sparse residual update decisions under differentiable optimization. A multi-level discrete scheme is further adopted to provide fine-grained control over residual updates while preserving intricate dynamic details. Extensive experiments across consumer GPUs, industrial edge IoT devices, and a physical telepresence testbed demonstrate that S2GS consistently reduces per-frame optimization time and storage footprint while maintaining competitive visual quality. Compared with QUEEN, S2GS reduces per-frame optimization time by 59% and storage costs by 85% on an RTX 4090 GPU. On the Jetson AGX Orin, S2GS delivers the highest rendering throughput (60+ FPS) and the lowest energy consumption among the evaluated methods, demonstrating its potential for deployment in resource-constrained systems.
Figures & tables
Fig. 1: Schematic comparison of Gaussian residual update paradigms. Top: Existing GS-based streaming methods perform primitive-wise dense residual updates. Bottom: S 2 GS exploits spatially correlated temporal sparsity to select a small number of hierarchical regions and perform region-wise sparse residual updates only within active regions.
Fig. 2: Overview and performance of the proposed structured sparse Gaussian streaming framework (S²GS). S²GS delivers high-quality FVV reconstruction with improved efficiency in per-frame training, rendering, and storage. (a) Quantitative comparison on the N3DV dataset, where PSNR, per-frame training time, storage cost (circle size), and rendering throughput (color) are jointly compared. (b) Visualization of sparse residual updates on the challenging Flame Salmon scene. S 2 GS-fast concentrates updates on dynamic regions, using only 4.52% active Gaussians and 4.37% active gates for efficient FVV streaming. (c) Edge deployment on the N3DV dataset at 1/8 resolution, where S²GS-edge outperforms baseline methods in visual quality, storage, per-frame training time, and rendering throughput.
Fig. 3: Overview of the proposed S²GS framework. (a) The streaming octree representation is initialized using root Gaussian primitives from the first frame and subsequently represents FVVs with multi-resolution grids, enabling hierarchical allocation of Gaussian residuals and efficient point queries for FVV streaming. (b) A structured gating mechanism is introduced to induce sparse Gaussian residual updates through hierarchical feature propagation, differentiable sampling with Gumbel-Sigmoid, and multi-level (ML) discretization using a straight-through estimator (STE). (c) A sparse regularization loss is incorporated to enable efficient end-to-end optimization of structured gates and sparse residual updates.
Fig. 4: Analysis of different STE variants. (a) Continuous soft gates and their discretized counterparts produced by Binary STE and the proposed Multi-Level (ML) STE. Unlike Binary STE, ML-STE preserves finer-grained gate states after discretization. (b) Number of active gates over training epochs for a representative FVV frame. Binary STE rapidly leads to gate collapse, whereas ML-STE maintains stable sparse residual updates throughout training. (c) Visual comparison on the same FVV frame as in (b), where ML-STE achieves better reconstruction quality than Binary STE, particularly in the dynamic region.
Methods
PSNR (dB) ↑ / SSIM ↑
#Gaussians (k) ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
Coffee Martini
Cook Spinach
Cut Beef
Flame Salmon
Flame Steak
Sear Steak
Average
Offline
K-Planes † [ 40 ]
29.99 / 0.925
32.60 / 0.942
31.82 / 0.943
30.44 / 0.924
32.38 / 0.957
32.52 / 0.955
31.63 / 0.941
-
1.04
21.6
0.3
NeRFPlayer † [ 11 ]
31.53 / 0.951
30.56 / 0.929
29.35 / 0.908
31.65 / 0.940
31.93 / 0.950
29.13 / 0.908
30.69 / 0.931
-
17.1
72.0
0.05
4DGaussians [ 26 ]
30.10 / 0.935
31.15 / 0.958
32.60 / 0.951
30.21 / 0.934
33.49 / 0.961
32.64 / 0.961
31.70 / 0.950
192
0.29
7.92
23
Grid4D [ 28 ]
28.69 / 0.919
32.90 / 0.957
33.61 / 0.958
29.86 / 0.930
32.98 / 0.963
33.49 / 0.965
31.92 / 0.949
202
0.16
16.4
127
STG [ 23 ]
28.61 / 0.916
33.18 / 0.952
33.52 / 0.954
29.48 / 0.918
33.64 / 0.960
33.89 / 0.961
32.05 / 0.944
434
0.67
15.1
149
TABLE I: Quantitative comparisons on the N3DV dataset at 1/2 resolution. For all methods, per-frame metrics are averaged across all frames. Results for methods marked with † are taken from the original papers. All experiments are conducted on an NVIDIA RTX 4090 GPU. Red and blue denote the best and second-best results, respectively, within each category.
Fig. 5: Qualitative comparison with SOTA methods [ 15 , 19 , 16 , 12 ] on diverse datasets [ 10 , 9 , 42 ] . Our method captures fine-grained details presented in indoor and outdoor scenes, particularly for objects with intricate motions such as poured liquid, hands, knives, and stuffed toys.
Methods
Meet Room Dataset
ENeRF Outdoor Dataset
PSNR (dB) ↑
SSIM ↑
LPIPS ↓
#Gaussians (k) ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
PSNR (dB) ↑
SSIM ↑
LPIPS ↓
#Gaussians (k) ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
Online
3DGStream [ 15 ]
29.30
0.942
0.188
185
4.10
4.77
260
25.91
0.856
0.129
2182
8.77
12.96
117
4DGC [ 19 ]
30.41
0.947
0.180
208
0.77
24.52
155
24.52
0.845
0.135
1275
0.93
37.71
102
HiCoM [ 16 ]
29.57
0.944
0.182
152
0.39
3.91
377
22.12
0.749
0.280
761
1.74
4.43
385
QUEEN-s [ 12 ]
31.95
0.960
0.159
133
0.23
2.92
414
26.21
0.839
0.177
282
0.95
2.94
411
QUEEN-l [ 12 ]
32.21
0.962
0.152
135
0.29
3.51
397
26.13
0.843
0.154
354
1.32
3.82
358
TABLE II: Quantitative comparison on Meet Room and ENeRF Outdoor datasets. For all methods, metrics are averaged across all frames. Results for methods marked with † are taken from the original papers. All experiments are conducted on an NVIDIA RTX 4090 GPU. Red and Blue indicate the best and second best, respectively, within each category.
Fig. 6: Trend comparison of PSNR, storage cost, training time, and rendering throughput for S²GS-full and QUEEN-l on the Vrheadset scene from the Meet Room dataset. The triangle ( ▲ ) denotes the metric value at the first frame.
Incremental Design
PSNR (dB) ↑
#Gaussians (k) ↓
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
Baseline
29.61
412
410k
3.09
13.7
199
+ STE
31.89
352
107k
2.37
12.9
221
+ Sparse Reg.
32.25
331
16k
1.10
12.7
234
+ Stream. Octree
32.71
101
2.4k
0.29
4.24
485
+ HFP (S²GS-full)
32.76
101
679
0.11
4.12
482
TABLE III: Ablation study on the N3DV dataset. Red and Blue indicate the best and second best, respectively, within each category.
Structure
Sparsity
MeetRoom Dataset
ENeRF Outdoor Dataset
Stream. Octree
HFP
STE
Sparse Reg.
PSNR (dB) ↑
#Gaussians (k) ↓
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
PSNR (dB) ↑
#Gaussians (k) ↓
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
-
-
-
-
31.69
129
129k
0.67
2.86
383
25.12
439
398k
4.17
4.03
285
-
-
✓
✓
31.86
127
13k
0.22
2.73
387
25.69
382
51k
1.41
3.66
299
✓
✓
-
-
32.33
64
17k
0.38
2.18
496
25.80
138
39k
1.77
2.45
532
✓
✓
✓
✓
32.46
64
401
0.08
1.96
513
25.94
138
1.9k
0.20
2.28
541
TABLE IV: 2 × 2 factorial ablation study of structure and sparsity. Structure denotes the proposed streaming octree with HFP, and sparsity denotes STE with sparse regularization. Red and Blue indicate the best and second-best results, respectively.
Configuration
PSNR (dB) ↑
LPIPS ↓
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
HFP (S²GS-full)
25.94
0.124
1.9k
0.20
2.28
541
FT, τ=0.50
25.82
0.128
1.8k
0.19
2.35
537
FT, τ=0.80
25.72
0.133
1.6k
0.18
2.39
526
FT, τ=0.90
25.33
0.141
1.2k
0.15
2.37
539
FT, τ=0.95
25.12
0.150
707
0.13
2.32
544
TABLE V: Propagation Strategy Analysis on the ENeRF Outdoor Dataset. Red and Blue indicate the best and second best, respectively. FT denotes fixed-threshold pruning.
Configuration
PSNR (dB) ↑
SSIM ↑
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
STE: Binary
29.85
0.934
2
0.06
4.05
478
STE: ML (S²GS-full)
32.76
0.952
679
0.11
4.12
482
TABLE VI: Comparison of discrete gating strategies on the N3DV dataset. Red indicates the best result within each category. ML denotes the multi-level scheme.
Fig. 7: Effect of hierarchical feature propagation (HFP) on the Flame Salmon scene. (a) With HFP, the number of sparse active gates is reduced by nearly one order of magnitude at a lower ratio. (b) HFP effectively identifies dynamic regions while suppressing noise.
Resolution
Methods
Quality & Efficiency
Resource Consumption
PSNR (dB) ↑
SSIM ↑
LPIPS ↓
#Gaussians (k) ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
CPU (%) ↓
GPU MEM (GB) ↓
RAM (GB) ↓
Power (W) ↓
Energy (J) ↓
1/4
3DGStream [ 15 ]
33.21
0.953
0.095
386
8.21
63.28
21.22
38.23
1.82
0.78
14.56
921.36
HiCoM [ 16 ]
31.25
0.950
0.085
194
0.49
45.61
24.81
208.0
1.53
1.34
13.53
617.10
QUEEN-s [ 12 ]
32.40
0.955
0.085
260
0.60
32.27
32.35
25.86
1.91
1.29
14.29
461.14
S²GS-edge (Ours)
33.07
0.958
0.083
82
0.14
18.61
49.73
41.98
1.42
1.32
11.21
208.62
1/8
3DGStream [ 15 ]
32.48
0.952
0.063
397
8.17
38.90
28.77
40.64
1.71
0.74
15.55
604.90
TABLE VII: Quantitative comparison on the Jetson AGX Orin with the multi-resolution N3DV dataset. Energy per frame is computed as average power multiplied by per-frame training time. Red and Blue indicate the best and second best, respectively.
Fig. 8: Qualitative comparison of different propagation strategies. FT-based variants progressively blur high-motion areas as τ increases, whereas HFP preserves fine details and sharpness. Results indicate that HFP effectively retains informative dynamic responses, particularly in regions with subtle but meaningful local motion.
Fig. 9: Physical testbed with IoT application of the proposed method.
Fig. 10: Qualitative comparison with SOTA methods [ 15 , 16 , 12 ] on the physical testbed. S 2 GS-edge achieves clearer visual details, demonstrating its practical feasibility for edge-assisted IoT applications.
Appendix figures & tables17 assets
Supplementary material from the paper’s appendix.
Appendix
Dataset
Scene
Root Resolution
Log Base
λ1
λ2
N3DV
Coffee Martini
212
2.0
0.01
0.01
N3DV
Cook Spinach
29
2.0
0.01
0.01
N3DV
Cut Roasted Beef
29
2.0
0.01
0.01
N3DV
Flame Salmon
212
2.0
0.01
0.01
N3DV
Flame Steak
29
2.0
0.01
0.01
N3DV
Sear Steak
29
2.0
0.01
0.01
Appendix
TABLE VIII: Per-scene hyperparameter configurations. The physical testbed and Campus dataset are additional evaluations reported in the appendix.
Streaming Octree
N3DV Dataset
MeetRoom Dataset
HRA
ESQ
PSNR (dB) ↑
#Gaussians (k) ↓
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
PSNR (dB) ↑
#Gaussians (k) ↓
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
-
-
32.25
331
16k
1.10
12.7
31.89
127
13k
0.22
2.83
✓
-
32.74
122
2.7k
0.34
4.58
32.40
71
2.4k
0.16
2.26
✓
✓
32.71
101
2.4k
0.29
4.24
32.44
64
2.2k
0.14
2.02
Appendix
TABLE IX: Ablation study of the streaming octree in terms of reconstruction quality, parameter efficiency, and training speed. Red indicates the best result. HRA and ESQ denote hierarchical residual allocation and efficient streaming query, respectively. Experiments are conducted without the HFP module.
Resolution
PSNR (dB) ↑
#Gaussians (k) ↓
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
27
32.39
35
154
0.05
1.97
526
28
32.46
64
401
0.08
1.96
513
29
32.59
89
828
0.11
2.02
505
210
32.41
102
999
0.12
2.04
498
211
32.36
106
974
0.12
2.00
501
Appendix
TABLE X: Effect of octree root resolution on the MeetRoom dataset.
Log Base
PSNR (dB) ↑
#Gaussians (k) ↓
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
1.2
32.23
122
1.2k
0.16
2.18
495
1.5
32.46
64
401
0.08
1.96
513
2.0
32.29
48
218
0.06
2.02
501
2.5
32.33
36
165
0.05
1.95
519
3.0
32.20
28
117
0.04
1.91
525
Appendix
TABLE XI: Effect of anchor selection on the MeetRoom dataset.
N3DV Dataset
ENeRF Outdoor Dataset
Configuration
PSNR (dB) ↑
SSIM ↑
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
PSNR (dB) ↑
SSIM ↑
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
S 2 GS-full (Ours)
32.76
0.952
679
0.11
4.12
25.94
0.863
1.9k
0.20
2.28
w/o Prog. Train.
32.68
0.951
755
0.14
4.15
26.02
0.861
2.1k
0.24
2.33
Appendix
TABLE XII: Ablation study on the effect of progressive training. Red indicates the best result.
Fig. 11: Visualizations of rendered images from S 2 GS-full and the variant without progressive training. Progressive training facilitates the recovery of dynamic objects with fine-grained motions.
First-Frame Metric
Streaming Performance
Epochs
PSNR (dB) ↑
Train (Sec) ↓
PSNR (dB) ↑
LPIPS ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
50
26.92
9.15
29.72
0.148
0.16
3.64
475
100
28.18
19.75
29.80
0.139
0.16
3.65
460
150
28.93
27.68
29.83
0.135
0.16
3.70
462
200
29.26
37.99
29.95
0.134
0.17
3.74
477
250
28.96
46.69
30.07
0.133
0.17
3.82
469
Appendix
TABLE XIII: Effect of the first-frame training budget on the Coffee Martini scene. Epochs indicate the number of optimization epochs used for the first frame.
First-Frame Metric
Streaming Performance
Noise
PSNR (dB) ↑
Train (Sec) ↓
PSNR (dB) ↑
LPIPS ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
α=0
33.54
29.91
33.96
0.134
0.07
4.20
498
α=10
33.30
30.22
33.74
0.135
0.07
4.23
492
α=20
30.89
29.84
33.55
0.138
0.07
4.21
489
α=30
28.93
28.86
33.06
0.144
0.07
4.26
495
Appendix
TABLE XIV: Effect of Gaussian noise degradation during first-frame training on the Cook Spinach scene.
Fig. 12: Controlled illumination changes on the Cut Roasted Beef scene with a time-varying global gain gt∈[0.5,1.5] .
Confidence Estimator
PSNR (dB) ↑
SSIM ↑
LPIPS ↓
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
Uniform Random
32.33
0.964
0.147
801
0.12
2.09
Constant-One
32.20
0.963
0.143
12k
0.63
2.48
Constant-Zero
25.13
0.919
0.201
0
0.04
1.91
Min-Max VGD
26.03
0.923
0.197
1
0.04
1.92
Robust VGD (Ours)
32.46
0.964
0.147
401
0.08
1.96
Appendix
TABLE XV: Ablation study of different dynamic confidence estimators on the MeetRoom dataset. Min-Max VGD denotes raw VGD normalized using min-max scaling.
Illumination Gain
PSNR (dB) ↑
SSIM ↑
LPIPS ↓
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
gt=1.0
34.12
0.958
0.133
744
0.07
4.10
gt∈[0.8,1.2]
34.28
0.958
0.132
713
0.07
4.11
gt∈[0.6,1.4]
34.41
0.958
0.128
753
0.08
4.16
gt∈[0.5,1.5]
34.98
0.958
0.123
777
0.08
4.21
Appendix
TABLE XVI: Robustness analysis under controlled illumination changes on the Cut Roasted Beef scene.
Injected Noise
PSNR (dB) ↑
SSIM ↑
LPIPS ↓
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
α=0
30.26
0.939
0.109
235
0.18
4.17
α=0.1
30.18
0.939
0.109
181
0.16
4.19
α=0.2
30.25
0.939
0.110
179
0.16
4.19
α=0.3
30.19
0.939
0.108
182
0.16
4.18
α=0.5
30.13
0.938
0.109
189
0.16
4.20
Appendix
TABLE XVII: Robustness analysis under injected gradient noise on the Flame Salmon scene.
λ1
λ2
PSNR (dB) ↑
LPIPS ↓
#Active Gates ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
Effect of λ1 for Gate Decision
0
0.01
25.60
0.122
12k
0.79
2.44
533
0.01
0.01
25.94
0.124
1.9k
0.20
2.28
541
0.02
0.01
25.84
0.127
1.2k
0.15
2.23
539
0.03
0.01
25.78
0.128
952
0.14
2.23
547
Effect of λ2 for Offset Magnitude
Appendix
TABLE XVIII: Sensitivity analysis of the regularization weights on the ENeRF Outdoor dataset. The default setting is λ1=0.01 and λ2=0.01 .
Scenes
Methods
Quality & Efficiency
Resource Consumption
PSNR (dB) ↑
SSIM ↑
LPIPS ↓
#Gaussians (k) ↓
Storage (MB) ↓
Train (Sec) ↓
Render (FPS) ↑
CPU (%) ↓
GPU MEM (GB) ↓
RAM (GB) ↓
Power (W) ↓
Energy (J) ↓
Install RAM
3DGStream [ 15 ]
19.38
0.700
0.301
695
8.47
52.84
16.24
31.46
2.60
0.72
15.91
840.96
HiCoM [ 16 ]
17.50
0.659
0.289
293
0.70
22.54
36.06
175.7
1.41
1.09
13.62
306.88
QUEEN-s [ 12 ]
18.61
0.758
0.183
290
0.89
7.83
48.13
45.55
1.49
1.15
15.81
123.77
S²GS-edge (Ours)
19.04
0.792
0.133
88
0.26
4.60
59.37
65.63
1.09
1.20
12.91
59.38
Pick Blocks
3DGStream [ 15 ]
17.85
0.697
0.324
518
8.43
50.52
21.63
35.43
2.08
0.75
15.20
767.90
Appendix
TABLE XIX: Quantitative comparison on the NVIDIA Jetson AGX Orin in the case study. Energy per frame is computed as average power multiplied by per-frame training time. Red and Blue indicate the best and second best, respectively.
Fig. 13: Frames from our captured multi-view video ( Pick Blocks scene). We use 8 camera views for training and the center view for evaluation. The acquisition setup reflects several practical constraints commonly encountered in industrial FVV streaming, including limited viewpoints, low input resolution, and cross-view illumination variations.
Fig. 14: Qualitative comparison with SOTA methods [ 16 , 15 , 12 ] on the Unplug Device scene. S2GS-edge achieves clearer results, demonstrating its practical feasibility for edge-assisted IoT applications.
Fig. 15: Qualitative results on the Campus dataset [ 46 ] . S 2 GS may produce blurred or incomplete reconstructions under occlusion/disocclusion, large object motion with out-of-support displacement, and fine-scale stochastic dynamics, as observed in pedestrians emerging from pillars, a fast-moving football with large displacement, and transient splashing fountain droplets.
Streaming 3D reconstruction incrementally builds geometrically consistent scene maps from incoming images or video under tight memory and latency limits.
Constructing photorealistic Free-Viewpoint Videos (FVVs) of dynamic scenes from a set of posed 2D images has been an intriguing yet challenging task in computer vision. Methods based on neural rendering achieve high-fidelity image quality in FVV construction. However, most of these methods are unable to achieve real-time rendering and often require complete video sequences to train. Despite the existence of some online training methods capable of rendering FVVs in real time, they struggle to meet the requirements for storage and training time for downstream applications. To overcome this problem, we propose Struct-GStream, which can achieve efficient FVV streaming using structured 3D Gaussians (3DGs). Specifically, we introduce dynamic anchor points to generate structured 3DGs to construct basic scenes and model approximate scene movements based on the assumption of local rigidity in object motion. Besides, we introduce a global free 3DGs patching strategy involving free 3DGs' generation, pruning, and optimization to patch and model deficient areas and emerging objects. Our method achieves fast training at low bitrates while maintaining high rendering quality. Extensive experiments demonstrate that Struct-GStream significantly outperforms existing online training methods for FVV construction in terms of training time, storage, and rendering quality while maintaining competitive rendering speed.
Han Jiao, Jiakai Sun, Lei Zhao +4
College of Computer Science and Technology, Zhejiang University, China · Chinese Academy of Sciences, Beijing, China · University of Science and Technology Beijing, China
Real-time mobile volumetric video enables immersive free-viewpoint experiences, but delivering high-quality 3D content under constrained bandwidth and computation remains challenging. Recent 3D Gaussian Splatting (3DGS) systems, such as V3, enable efficient mobile streaming by encoding time-varying Gaussian attributes with commodity video codecs and hardware decoding. However, existing pipelines treat all Gaussians as frame-varying signals, which is poorly suited to full-scene content where large portions remain temporally stable. Our empirical study shows that frame-wise adaptation and video coding of all Gaussians cause quality degradation in complex full-scene content, particularly in temporally stable regions. To address this issue, we propose ResStreamGS, a residual-sensitive dual-stream framework that processes Gaussians according to their temporal behavior. ResStreamGS identifies residual-sensitive primitives through lightweight probe adaptation and reuses stable Gaussians within each Group of Pictures (GOP). Stable Gaussians are transmitted once per GOP, while only residual-sensitive Gaussians remain in the frame-wise hardware-decodable video stream. Experiments on complex full-scene volumetric videos show that ResStreamGS improves post-codec PSNR by 7.51--8.35dB over a controlled V3-style all-Gaussians baseline, reduces amortized payload by up to 56.5%, and achieves 30.883FPS on a Qualcomm Snapdragon 778G platform.
Streaming 3D reconstruction demands both speed and temporal fidelity, goals that existing methods undermine by updating every Gaussian every frame, even in static regions. We present DecoGS, a method for efficient online training of 3D Gaussians from streaming videos. Unlike prior methods that update the entire scene indiscriminately, DecoGS introduces an adaptive mechanism that selectively focuses optimization on spatiotemporal regions exhibiting motion or photometric changes. This targeted training strategy eliminates redundant updates that cause flickering and drift in nominally static regions, while enabling fast, high-fidelity scene updates. The pipeline further integrates region-aware Gaussian management through gradient gating and efficient visibility filtering to maintain temporal coherence and a compact memory footprint. On N3DV and MeetRoom, DecoGS achieves 34.55 and 31.60 dB PSNR respectively, outperforming all streaming and offline baselines, while rendering at 261 FPS with 70× lower temporal flicker than the best prior method, requiring no large-scale pretraining.