Large view synthesis models (LVSMs) reconstruct scenes from sparse views and render novel views quickly, but they incur unnecessary storage and rendering costs due to token redundancy. We present GLoD-LVSM, a compact, geometry-grounded scene representation for LVSMs with continuous levels of detail. First, instead of learning a fixed set of scene anchor initializations, GLoD-LVSM learns a continuous field that initializes a flexible number of anchors to match the desired budget. A condenser then aggregates scene information into these anchors, with both the field and condenser trained end-to-end. Second, the condenser infers reference-token and anchor geometry to guide compression through geometry-grounded attention, improving rendering quality and enabling frustum culling during decoding. Compared with existing LVSM scene-compression baselines, GLoD-LVSM achieves the best trade-off between rendering quality and scene token count. Compared with the uncompressed base model, GLoD-LVSM reduces the scene-token count by 33.4% and accelerates rendering by 1.23× with no quality loss. Under a relaxed quality-loss budget, the reduction increases to 85.5%, with 3.00× rendering speedup. Further analysis reveals that view-synthesis supervision yields emergent scene depth and self-organized anchors that align with surfaces and adapt their density to local texture complexity. Beyond rendering, we further show that our scene representation also supports scene-semantic understanding, highlighting its potential for broader downstream tasks.
Figures & tables
Fig. 1: GLoD-LVSM learns a compact, geometry-grounded scene representation (anchors) for novel view synthesis. Left: View-synthesis supervision and compression alone yield emergent depth and self-organized, surface-aligned scene anchors whose density adapts to local texture complexity. Right: GLoD-LVSM achieves the best quality–scene-token trade-off across reference-view counts.
Fig. 2: Overview of GLoD-LVSM . A highway encoder extracts reference-view tokens and per-view context. (a) A scene-conditioned field uses box-filtered positional encodings to initialize the chosen number of anchors. (b) The condenser predicts geometry for both reference-view tokens and anchors and uses geometry-grounded bidirectional attention to condense reference-view tokens into anchors. The same scene anchors are reused to render different target views.
Figure 3
Fig. 5: Comparison of condenser quality–token trade-offs using the same base model. Left: RealEstate10K with 2 and 6 reference views. Right: DL3DV with 2 and 6 reference views. The x-axis denotes the pre-culling scene-token count. Shaded bands indicate 95% confidence intervals.
Fig. 6: Visualization of novel-view predictions from different condensers using two reference views at the same budget of 311 scene tokens (80% reduction), shown on four DL3DV scenes.
Figure 6
Appendix figures & tables31 assets
Supplementary material from the paper’s appendix.
Appendix
Fig. S1: Rendering FPS at 10 reference views on an A100 80GB with BF16. Left: RealEstate10K; right: DL3DV. Annotations show FPS and speedup over LagerNVS-FT . For Ours + Culling , FPS is estimated by measuring rendering speed at the average post-culling decoder-token count over the test set.
Fig. S2: Row-normalized confusion (%) for our scene classification. Top-1/2 accuracy: 80.40/91.73% on 4,606 validation scenes.
Fig. S3: System-level quality versus scene tokens. Top: RealEstate10K; bottom: DL3DV. Columns show PSNR, SSIM, and LPIPS. Colors distinguish reference-view counts; solid lines denote GLoD-LVSM and dashed lines denote official CLiFT. Shaded bands show 95% CIs.
Fig. S4: Base-model comparison without our condenser. Top: RealEstate10K; bottom: DL3DV. Columns show PSNR, SSIM, and LPIPS. Shaded bands show 95% CIs. No official DL3DV checkpoint is available for LVSM.
Fig. S5: Condenser quality–token trade-offs with 2 reference views and culling disabled. Top: RealEstate10K; bottom: DL3DV. Columns show PSNR, SSIM, and LPIPS. Shaded bands show 95% CIs.
Fig. S6: Condenser quality–token trade-offs with 4 reference views and culling disabled. Top: RealEstate10K; bottom: DL3DV. Columns show PSNR, SSIM, and LPIPS. Shaded bands show 95% CIs.
Fig. S7: Condenser quality–token trade-offs with 6 reference views and culling disabled. Top: RealEstate10K; bottom: DL3DV. Columns show PSNR, SSIM, and LPIPS. Shaded bands show 95% CIs.
Fig. S8: Condenser quality–token trade-offs with 10 reference views and culling disabled. Top: RealEstate10K; bottom: DL3DV. Columns show PSNR, SSIM, and LPIPS. Shaded bands show 95% CIs.
Fig. S9: Fixed-budget view scaling with culling disabled. Top: RealEstate10K; bottom: DL3DV. Columns show PSNR, SSIM, and LPIPS. Shaded bands show 95% scene-bootstrap CIs. a 1 1 footnotetext: Under the original DL3DV protocol, the target set is the complement of the reference views and therefore changes with view count. To make scaling directly comparable, all DL3DV results in this figure use the same 40 targets per scene from the 10-view setting, a subset of the original target set at every reference-view count.
Fig. S10: Paired changes relative to K=N with culling disabled. Top: RealEstate10K; bottom: DL3DV. Columns show Δ PSNR, Δ SSIM, and Δ LPIPS. Shaded bands show paired 95% scene-bootstrap intervals. Negative Δ LPIPS indicates improvement.
Fig. S11: DL3DV ablations with 2 reference views (top) and 4 reference views (bottom). Columns show PSNR, SSIM, and LPIPS. Shaded bands show 95% scene-bootstrap CIs.
Fig. S12: DL3DV ablations with 6 reference views (top) and 10 reference views (bottom). Columns show PSNR, SSIM, and LPIPS. Shaded bands show 95% scene-bootstrap CIs.
Fig. S13: Visual comparison of different condensers on DL3DV.
Fig. S14: Visual comparison of different condensers on DL3DV.
Fig. S15: Visual comparison of different condensers on DL3DV.
Fig. S16: Visual comparison of different condensers on DL3DV.
Fig. S17: Visual comparison of different condensers on DL3DV.
Fig. S18: Visual comparison of different condensers on DL3DV.
Fig. S19: Visual comparison of different condensers on DL3DV.
Fig. S20: Visual comparison of different condensers on DL3DV.
Fig. S21: Visual comparison of different condensers on RealEstate10K.
Fig. S22: Visual comparison of different condensers on RealEstate10K.
Fig. S23: Visual comparison of different condensers on RealEstate10K.
Fig. S24: Visual comparison of different condensers on RealEstate10K.
Fig. S25: Visual comparison of different condensers on RealEstate10K.
Fig. S26: Emergent geometry and geometry- and scene-complexity-aware anchor placement on RealEstate10K.
Fig. S27: Emergent geometry and geometry- and scene-complexity-aware anchor placement on RealEstate10K.
Fig. S28: Emergent geometry and geometry- and scene-complexity-aware anchor placement on RealEstate10K.
Fig. S29: Emergent geometry and geometry- and scene-complexity-aware anchor placement on DL3DV.
Fig. S30: Emergent geometry and geometry- and scene-complexity-aware anchor placement on DL3DV.
Fig. S31: Emergent geometry and geometry- and scene-complexity-aware anchor placement on DL3DV.
Recent Large View Synthesis Models (LVSMs) advocate an encoder-decoder architecture that separates reconstruction and rendering into distinct networks. We re-examine this design. Through controlled experiments, we show that a decoder-only architecture, which represents scenes implicitly as a KV-cache, outperforms encoder-decoder variants while using fewer parameters at identical rendering complexity. Further analysis shows that sharing weights between the color-input reconstruction network and the camera-only rendering network better aligns their features at the same viewpoint, facilitating image synthesis. Building on this finding, our model, dubbed DVSM, further incorporates foundation model priors and stage-wise patch sizing for an improved efficiency-quality tradeoff. Our results establish a new state of the art for novel-view synthesis across multiple benchmarks, in some cases even outperforming per-scene-optimized 3DGS under dense input views.
We present CoTL, a framework that learns a compact set of tokens that preserves scene geometry and appearance from unposed multi-view images. Our encoder compresses the input images into small per-view sets of latent tokens that aggregate information across views to form a view-consistent scene representation. Each additional view expands the representation with only a small, resolution-independent set of tokens, allowing its capacity to grow with the available observations. To force this compact bottleneck to retain sufficient scene information, a query-based Gaussian decoder uses scene-independent queries to attend to the learned tokens and recover an explicit, renderable set of 3D Gaussian primitives. Novel-view rendering supervision trains the compact representation end to end through the reconstructed Gaussian scene. Experiments on RealEstate10K and ACID show that the resulting compact, unstructured token set supports competitive novel-view synthesis and can serve as the latent space of a generative model for 3D Gaussian scene generation. Together, these results show that 3D Gaussian reconstruction is an effective objective for compact scene representation learning and the learned token space provides a basis for broader downstream tasks in 3D vision.
Multi-view representations enable pretrained image and video vision-language models to understand 3D scenes, but their long visual token sequences make inference costly. Redundancy arises both from repeated observations of the same scene regions across views and from processing all visual tokens at every LLM layer, regardless of their relevance to the current computation. We propose GeoGR, a two-stage framework that jointly compresses scene representations and visual computation. At the projector level, GeoSemZip consolidates cross-view observations into 3D voxel tokens and combines semantic saliency with spatial coverage to construct a compact scene representation. Unselected voxel features are aggregated into contextual anchors to retain scene information that would otherwise be discarded. At the LLM level, we identify an effective visual computation window and observe that query-conditioned token relevance remains locally stable but changes over longer layer intervals. Guided by these findings, GroupRoute combines late entry and early exit with recoverable group-wise skipping. Low-relevance tokens bypass complete LLM layers while retaining their hidden states and can rejoin the active group at subsequent anchor layers selected under a computation budget. For compression-aware post-training, we construct a compact dataset of 67K samples by retaining 30% of the original training pool. With this protocol, GeoGR retains 95.2% and 96.8% of the dense post-trained models' performance on LLaVA-OneVision-7B and Video-3D LLM-7B, respectively, while accelerating LLM prefill by 6.8× and 6.1×. These results demonstrate the consistent effectiveness of GeoGR across 3D VLMs with and without explicit 3D spatial encoding, highlighting a favorable performance-efficiency trade-off. The code is available at https://github.com/EIT-NLP/GeoGR.
Yongxin Zheng, Hao Wu, Fang Li +8
EIT-NLP Lab, Eastern Institute of Technology, Ningbo · Shanghai Jiao Tong University · The Hong Kong Polytechnic University +1