We address the problem of color attribute compression for 3D splats. We show that all images generated by 3D splats are linear in the coefficients for each color channel, each spherical harmonic, and each splat, and we identify a basis for the space of all such images. We identify an inner product for the coefficient space that induces the squared error loss on images. We show that orthonormalizing the coefficients with respect to this innner product before coding can yield over 2 dB gain.
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.
Given encoded 3D point cloud geometry available at the decoder, we study the problem of lossy attribute compression in a multi-resolution B-spline projection framework. A target continuous 3D attribute function is first projected onto a sequence of nested subspaces Fl0(p)⊆⋯⊆FL(p), where Fl(p) is a family of functions spanned by a B-spline basis function of order p at a chosen scale and its integer shifts. The projected low-pass coefficients Fl∗ are computed by variable-complexity unrolling of a rate-distortion (RD) optimization algorithm into a feed-forward network, where the rate term is the sparsity-promoting ℓ1-norm. Thus, the projection operation is end-to-end differentiable. For a chosen coarse-to-fine predictor, the coefficients are then adjusted to account for the prediction from a lower-resolution to a higher-resolution, which is also optimized in a data-driven manner.
Plenoptic point clouds (PPC) are novel data structures that represent the light from different viewing directions in order to provide a higher degree of realism to regular point clouds. This is achieved by associating each point to multiple colors instead of a single one. Here, we present a method to efficiently compress the attributes of a PPC, consisting of a Karhunen-Loève transform over the color attributes followed by multiple attribute coders with intra prediction capability. This compression scheme can be incorporated within the MPEG's geometry-based PCC (G-PCC) standard, using any of G-PCC's existing solutions for attribute coding. Compression performance assessment using PPCs of different spatial resolutions reveals competitive results in comparison to existing methods, such as RAHT-based or video-based PCC solutions. We believe our coder to be the new state of the art.
Davi R. Freitas, Gustavo L. Sandri, Ricardo L. de Queiroz