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arXiv:2610.20590 · v2

Feed-Forward Multi-View Feature Coding for 3D Gaussian Splatting

首次提交 2026-10-15 01:58
版本更新 2026-11-04 23:28
雷达观测 2026-11-05 12:13
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摘要

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 follow a "generate-then-compress" framework, first generating a Gaussian representation and then encoding its geometry and appearance through separate coding paths, complicating codec design and limiting 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 a compact latent representation of multi-view features that jointly represents 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.

作者备注:13 pages. Submitted to IEEE TCSVT. Revised the presentation and appendix, with additional minor changes

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v2 · 2026-11-04 23:28 · 最新观测版本

Feed-Forward Multi-View Feature Coding for 3D Gaussian Splatting

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 follow a "generate-then-compress" framework, first generating a Gaussian representation and then encoding its geometry and appearance through separate coding paths, complicating codec design and limiting 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 a compact latent representation of multi-view features that jointly represents 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.

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