← 研踪 PaperTrailarXiv:2604.02851 · v2
Streaming Persistent 3D Gaussian Proxies for View-Flexible Remote Rendering
首次提交 2026-04-03 16:11
版本更新 2026-11-05 21:06
雷达观测 2026-11-06 12:09
摘要
Cloud rendering executes demanding real-time graphics on a remote server, but conventional video transmission constrains the displayed image to the server-rendered viewpoint. Image-space warping can compensate for client motion during transport and display latency, although its accuracy decreases with pose offset. We investigate an alternative approach in which the server constructs a persistent, client-renderable 3D Gaussian proxy online from game-engine render buffers and progressively transmits independently renderable spatial tiles. Our Unity prototype supports continuous optimization and expansion, approximate relighting, and engine-tracked rigid-object motion, while the client renders locally from its current viewpoint. We evaluate four scenes under controlled pose offsets and encoded walkthroughs, comparing the proxy with stale server-rendered frames, depth-assisted warping using HEVC with one, three, or five reference views. The proxy maintains stable quality as pose offset increases. At 50 Mbit/s, it achieves higher SSIM than all evaluated warping configurations at 367 ms on all four scenes and at 183 ms on three of the four scenes. The results identify complementary operating regimes: image warping is effective at small pose offsets, conventional video is rate-efficient when only the server-rendered viewpoint is required, while the persistent proxy provides robust viewpoint flexibility when the original renderer cannot be executed at the client.
观测到的版本
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v2 · 2026-11-05 21:06 · 最新观测版本
Streaming Persistent 3D Gaussian Proxies for View-Flexible Remote Rendering
Cloud rendering executes demanding real-time graphics on a remote server, but conventional video transmission constrains the displayed image to the server-rendered viewpoint. Image-space warping can compensate for client motion during transport and display latency, although its accuracy decreases with pose offset. We investigate an alternative approach in which the server constructs a persistent, client-renderable 3D Gaussian proxy online from game-engine render buffers and progressively transmits independently renderable spatial tiles. Our Unity prototype supports continuous optimization and expansion, approximate relighting, and engine-tracked rigid-object motion, while the client renders locally from its current viewpoint. We evaluate four scenes under controlled pose offsets and encoded walkthroughs, comparing the proxy with stale server-rendered frames, depth-assisted warping using HEVC with one, three, or five reference views. The proxy maintains stable quality as pose offset increases. At 50 Mbit/s, it achieves higher SSIM than all evaluated warping configurations at 367 ms on all four scenes and at 183 ms on three of the four scenes. The results identify complementary operating regimes: image warping is effective at small pose offsets, conventional video is rate-efficient when only the server-rendered viewpoint is required, while the persistent proxy provides robust viewpoint flexibility when the original renderer cannot be executed at the client.
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