Aug 2026· IEEE Transactions on Image Processing· Vol 35, pp. 8528-8542· 0 citations· 57 references
Computer ScienceMedicine
Abstract
Point cloud is a crucial 3D representation that plays significant role in fields such as VR/AR and digital museums. With the increasing amount of point cloud data, many compression and rendering methods are proposed, which often focus on either 3D or 2D visual quality. However, with the rapid advancements in display technology, there is a growing expectation for improved 2D and 3D visual quality while using lower bandwidth. To address these challenges, we present PCCRender, a novel end-to-end framework that achieves high-quality attribute preservation and rendering capabilities while maintaining low bandwidth requirements. To achieve efficient variable rate compression, we introduce Geometry-Invariant Rate Adjustment (GIRA) module that mitigates the influence of point cloud density during rate adjustment. Additionally, to improve decoding speed, we develop Uneven Four-Group Context Model (UFCM), achieving a trade-off between the accuracy and complexity of entropy parameter prediction. Moreover, we design Voxel to Gaussian Primitive Converter (V2G-Converter) which generates Gaussian primitives from decoded point clouds, enabling differentiable rendering. Our unified optimization framework jointly minimizes bit rate while maximizing both 2D rendered image quality and point cloud attribute fidelity. Experimental results demonstrate that PCCRender achieves state-of-the-art performance. Compared to the GPCC v23 (GS Render) method, our framework achieves 10.58% BD-Rate gain in attribute compression and 1.5 dB BD-PSNR increase in 2D rendered visual quality. These compelling results, combined with support for variable rate and free viewpoint rendering, establish PCCRender as a practical solution for the next generation point cloud applications.
Three-dimensional (3D) Gaussian splatting (3D-GS) has emerged as a promising technique for large-scale scene reconstruction due to its high rendering efficiency and fidelity. However, the training of large-scale 3D-GS models at wireless edge faces various technical challenges including the limited communication, comput...
Guan-Lin Wu, Chao Hu, Pu Chen et al.· IEEE Journal on Selected Are...· 0 citations
This work proposes an Iterative Spatial Decomposition framework that bridges dense geometric priors from Multi-View Stereo (MVS) with Gaussian Splatting and introduces Hierarchical Geometric Prior Sampling (HGPS), which substantially reduce redundancy in MVS point clouds while preserving critical details, thereby provi...
Zong-Hua Yu, Jun-Huai Li, Huai-Jun Wang et al.· ACM Transactions on Multimed...· 0 citations
3D Gaussian Splatting (3DGS) is a popular representation for novel view synthesis. However, 3DGS contains millions of Gaussian primitives, each with rich attributes, resulting in large file sizes. We propose a novel 3DGS compression method based on Teacher-Student Graph Learning (TSGL) that operates directly on a train...
Matin Bani Saedi, Matthew J. Kyan, Ge-Ne Cheung· 0 citations
EffGS, a more general acceleration framework that improves training and rendering efficiency while maintaining reconstruction quality comparable to or better than vanilla 3DGS across bounded and large-scale scenes, is proposed.
Chang-Bai Li, Shuo Yang, Yi-Chen Yang et al.· 0 citations
Novel view synthesis is a key task for dynamic scene reconstruction, where high rendering speed is essential for applications such as virtual reality. Existing deformable Gaussian Splatting methods achieve high-fidelity dynamic scene modeling, but still face limitations in memory usage and rendering efficiency due to t...
Hui-Wen Xue, Kai-Xing Zhao, Zuheng Ming et al.· IEEE International Conferenc...· 0 citations
This paper proposes a method that introduces an anchor re-growing module that dynamically increases neural Gaussian density in high-gradient regions using edge-aware optimization, and the Segment Anything Model (SAM) for generating accurate object segmentation masks to guide segmentation-based loss computation.
Meng-Yi Wang, Beiqi Chen, Niansheng Liu et al.· Signal, Image and Video Proc...· 0 citations
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