# L3GS: Layered 3D Gaussian Splats for Efficient 3D Scene Delivery

arXiv: https://arxiv.org/abs/2504.05517 · HTML: https://mlsanity.com/paper/2504.05517/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 16 of its 40 references that are in the map.
- First posted on arXiv 7 Apr 2025.

## Builds on (most cited first, 16 of 16)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Gaussian Grouping: Segment and Edit Anything in 3D Scenes](https://mlsanity.com/paper/2312.00732/) (2023)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2403.14530/) (2024)
- [3DGStream: On-the-Fly Training of 3D Gaussians for Efficient Streaming of Photo-Realistic Free-Viewpoint Videos](https://mlsanity.com/paper/2403.01444/) (2024)
- [Reducing the Memory Footprint of 3D Gaussian Splatting](https://mlsanity.com/paper/2406.17074/) (2024)
- [Revisiting Video Saliency: A Large-scale Benchmark and a New Model](https://mlsanity.com/paper/1801.07424/) (2018)
- [How Far Can We Compress Instant-NGP-Based NeRF?](https://mlsanity.com/paper/2406.04101/) (2024)
- [V^3: Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic Gaussians](https://mlsanity.com/paper/2409.13648/) (2024)
- [SwinGS: Sliding Window Gaussian Splatting for Volumetric Video Streaming with Arbitrary Length](https://mlsanity.com/paper/2409.07759/) (2024)
- [Viewport Prediction for Volumetric Video Streaming by Exploring Video Saliency and Trajectory Information](https://mlsanity.com/paper/2311.16462/) (2023)

## Built on by (most cited first, 6 of 6)

- [Adaptive 3D Gaussian Splatting Video Streaming](https://mlsanity.com/paper/2507.14432/) (2025)
- [Adaptive 3D Gaussian Splatting Video Streaming: Visual Saliency-Aware Tiling and Meta-Learning-Based Bitrate Adaptation](https://mlsanity.com/paper/2507.14454/) (2025)
- [Sketch&Patch++: Efficient Structure-Aware 3D Gaussian Representation](https://mlsanity.com/paper/2601.05394/) (2026)
- [Mon3tr: Monocular 3D Telepresence with Pre-built Gaussian Avatars as Amortization](https://mlsanity.com/paper/2601.07518/) (2026)
- [EyeNavGS: A 6-DoF Navigation Dataset and Record-n-Replay Software for Real-World 3DGS Scenes in VR](https://mlsanity.com/paper/2506.02380/) (2025)
- [EvoGS: Constructing Continuous-Layered Gaussian Splatting with Evolution Tree for Scalable 3D Streaming](https://mlsanity.com/paper/2606.07179/) (2026)

## Abstract (arXiv)

Traditional 3D content representations include dense point clouds that consume large amounts of data and hence network bandwidth, while newer representations such as neural radiance fields suffer from poor frame rates due to their non-standard volumetric rendering pipeline. 3D Gaussian splats (3DGS) can be seen as a generalization of point clouds that meet the best of both worlds, with high visual quality and efficient rendering for real-time frame rates. However, delivering 3DGS scenes from a hosting server to client devices is still challenging due to high network data consumption (e.g., 1.5 GB for a single scene). The goal of this work is to create an efficient 3D content delivery framework that allows users to view high quality 3D scenes with 3DGS as the underlying data representation. The main contributions of the paper are: (1) Creating new layered 3DGS scenes for efficient delivery, (2) Scheduling algorithms to choose what splats to download at what time, and (3) Trace-driven experiments from users wearing virtual reality headsets to evaluate the visual quality and latency. Our system for Layered 3D Gaussian Splats delivery L3GS demonstrates high visual quality, achieving 16.9% higher average SSIM compared to baselines, and also works with other compressed 3DGS representations.
