mlsanityData to 14 Oct 2026

ProGS: Towards Progressive Coding for 3D Gaussian Splatting

arXiv 2603.09703 ↗First posted 10 Mar 2026cs.CVcited by 0

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Abstract (arXiv)

Progressive transmission of 3D Gaussian Splatting (3DGS) requires each completed transmission stage to be decodable from received data and directly renderable. This work presents ProGS, a progressive codec that organizes anchor-based 3DGS as parent-closed octree prefixes. ProGS combines parent-causal entropy coding, level-balanced anchor growth, bounded multi-prefix training, and lightweight parent-anchor refinement to improve early-prefix quality without altering the complete-model rendering path. One fixed-λ training run yields five deployable rate--quality points from a single bitstream. Experiments on 17 scenes from three datasets evaluate rate--distortion performance, rendering speed, and transmission efficiency against progressive and single-rate baselines. On one representative scene per dataset, ProGS reaches a common quality target with 30.7 ~ 60.7% fewer bytes than HAC-Rand and 22.6 ~ 53.4% fewer bytes than HAC++-Rand. Across the three dataset averages, ProGS-LR uses 4.7 ~ 6.1% fewer bytes than HAC-high while improving SSIM by 0.002 ~ 0.041 and reducing LPIPS by 4.8 ~ 51.2%. The parent-closed syntax makes every prefix causally decodable and directly renderable without future topology. ProGS-HR also yields higher endpoint SSIM and lower LPIPS than PCGS across all three dataset averages, and all five prefixes render in real time. Code is available at https://github.com/ZhiyeTang/ProGS-Official

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 44 of its 67 references that are in the map. First posted on arXiv 10 Mar 2026.

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44 of 67 references.

References · 44

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32 more
  1. 2024Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussianscited by 230
  2. 2021BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Renderingcited by 229
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