GenSplatCodec, a unified feed-forward Gaussian codec that reformulates low-bitrate Gaussian compression as geometry-guided generative decoding and develops a three-stage optimization strategy that stabilizes the learning of the unified codec and adapts the generative decoder to codec-derived structural and appearance cues.
Abstract
Feed-forward 3D Gaussian Splatting (3DGS) enables scalable scene reconstruction without per-scene optimization, yet produces dense Gaussians that are costly to store and transmit. Existing feed-forward Gaussian compression methods formulate decoding as deterministic representation recovery, which becomes inadequate at low bitrates when high-frequency textures and view-dependent appearance are discarded. Although generative models offer a promising alternative, using them as standalone post-processing decouples generation from the transmitted scene structure, thereby compromising cross-view consistency. To address these limitations, we propose GenSplatCodec, a unified feed-forward Gaussian codec that reformulates low-bitrate Gaussian compression as geometry-guided generative decoding. We present a detail-aware feed-forward Gaussian coding scheme within a dual-stream formulation, where the resulting compact Gaussian structural stream is complemented by a lightweight reference appearance stream. We further introduce a geometry-guided one-step generative decoding approach that jointly exploits decoded structural and appearance cues through hierarchical geometry control to reconstruct high-fidelity and view-consistent novel views. Finally, we develop a three-stage optimization strategy that stabilizes the learning of the unified codec and adapts the generative decoder to codec-derived structural and appearance cues. Extensive experiments across multiple datasets demonstrate that GenSplatCodec consistently achieves superior rate-distortion (RD) performance over existing methods.
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
This work proposes COSA-GS, which constructs context without spatial aggregation through anchor-wise causal factorization, providing a simple yet effective framework for practical 3DGS compression.
Peng-Peng Yu, Yue-Ru Chen, Fei Song 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
Feed-forward 3D Gaussian Splatting (3DGS) reconstructs a scene in a single forward pass, replacing per-scene optimization with a network trained across many scenes. Its quality, however, degrades sharply as the number of input images drops. The bottleneck is upstream of the reconstruction heads: from a few unposed view...
Minhyeok Lee, Jungho Lee, Minseok Kang et al.· 0 citations
Scene reconstruction with 3D Gaussian Splatting (3DGS) has become common, however deployment remains painful as the uncompressed file sizes can be massive. Current 3DGS compression systems combine multiple strategies for file size reduction, which can obscure where gains come from and limit component reuse across train...
W. Morgenstern, Friedrich Elias Branschke, F. Fleischmann et al.· 0 citations
LightBridge is presented, a feed-forward generative framework for controllable relighting of complete 3DGS assets in a single pass and efficient single-pass prediction of complete relit 3DGS assets without scene-specific optimization.
Heng Cao, Pan-Hao Cheng, Huang-Sheng Du et al.· 0 citations
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