This work proposes multi-view feature coding for Gaussian splatting (MFGS), an end-to-end feed-forward framework for scene coding that achieves 99.76-99.86% bitrate savings over the generate-then-compress pipeline, while reducing total GMACs by 52-55% and providing an approximately 12 times end-to-end speedup.
Abstract
Feed-forward 3D Gaussian Splatting (3DGS) methods enable efficient reconstruction of 3D scenes from sparse multi-view images in a single forward pass, without scene-specific optimization. However, existing feed-forward scene-coding pipelines first generate a complete Gaussian representation and then encode its geometry and appearance attributes separately, often involving non-differentiable operations. The resulting'generate-then-compress'pipeline requires complex attribute-specific codec designs and limits rate-distortion performance by restricting the exploitation of cross-attribute redundancy. We propose multi-view feature coding for Gaussian splatting (MFGS), an end-to-end feed-forward framework for scene coding. Instead of compressing an explicit Gaussian representation, MFGS extracts multi-view features from the input images and encodes them into a compact bitstream. Through end-to-end rate-distortion training, MFGS learns compact multi-view features that jointly represent geometry and appearance, enabling the receiver to predict Gaussian attributes from the decoded features. We further introduce importance-guided Gaussian selection to accommodate different rendering budgets, allowing the receiver to adjust the number of Gaussians used for rendering from the same bitstream. Across RE10K, ACID, and DL3DV, MFGS achieves 99.76-99.86% bitrate savings over the generate-then-compress pipeline, as measured by BD-rate, while reducing total GMACs by 52-55% and providing an approximately 12 times end-to-end speedup.
Recent feed-forward 3D Gaussian Splatting (3DGS) methods have enabled effective multi-view 3D reconstruction by predicting Gaussian primitives in a single forward pass. However, existing approaches predominantly adopt a pixel-aligned paradigm that predicts one Gaussian per input pixel, coupling the Gaussian count to th...
Sheng Ye, Jiang-Ke Lin, Fu-Dong Wang et al.· 0 citations
This work proposes FeCoSplat, a feedback-guided compression framework for feed-forward 3DGS, whose rendered views are used as feedback to guide a second-stage compression for further refinement, and achieves favorable rate--distortion performance, particularly at low bitrates.
Yuxuan Li, Yi-Hang Chen, Yu-Feng Zhang et al.· 0 citations
3D Gaussian Splatting (3DGS) enables high-quality novel view synthesis but incurs high storage and transmission costs due to dense Gaussian primitives. Recent anchor-based compression reduces per-primitive redundancy, yet redundancy across anchors remains largely unexploited. We propose CRP-GS (Cross-Representation Pri...
Ye-Zheng Zhang, Huan-Xiong Liang, Chu-Qin Zhou et al.· IEEE Transactions on Image P...· 0 citations
Pose-free feed-forward 3D Gaussian Splatting (3DGS) reconstructs a scene from sparse, unposed images in a single network pass, removing the need for camera calibration and per-scene optimization. However, camera estimation errors propagate into the predicted Gaussians and compound the geometric and photometric inaccura...
Chanung Park, Seunghyeon Song, Joo Chan Lee et al.· 0 citations
AnyGS2Mesh is presented, the first feed-forward framework for directly reconstructing 3D meshes from 3D Gaussian Splatting representations with support for arbitrary input image resolutions, and demonstrates the potential of combining Gaussian representations and feed-forward Transformer architectures for scalable 3D g...
Yuxuan Song, Fan Gao, Yi-Bo Zhao et al.· 0 citations
GrapeSplat amalgamates multi-view cues into a voxel-aligned scene representation and decodes Gaussians directly from the learned grid, requiring no per-scene optimization or post-processing.
Si-Yu Lu, Yung-Yao Chen, Yi-Jan Chen et al.· 0 citations
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