Streaming Real-Time Rendered Scenes as 3D Gaussians

Fuente: arXiv
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Autori principali: Siekkinen, Matti, Kämäräinen, Teemu
Natura: Preprint
Pubblicazione: 2026
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author Siekkinen, Matti
Kämäräinen, Teemu
author_facet Siekkinen, Matti
Kämäräinen, Teemu
contents Cloud rendering is widely used in gaming and XR to overcome limited client-side GPU resources and to support heterogeneous devices. Existing systems typically deliver the rendered scene as a 2D video stream, which tightly couples the transmitted content to the server-rendered viewpoint and limits latency compensation to image-space reprojection or warping. In this paper, we investigate an alternative approach based on streaming a live 3D Gaussian Splatting (3DGS) scene representation instead of only rendered video. We present a Unity-based prototype in which a server constructs and continuously optimizes a 3DGS model from real-time rendered reference views, while streaming the evolving representation to remote clients using full model snapshots and incremental updates supporting relighting and rigid object dynamics. The clients reconstruct the streamed Gaussian model locally and render their current viewpoint from the received representation. This approach aims to improve viewpoint flexibility for latency compensation and to better amortize server-side scene modeling across multiple users than per-user rendering and video streaming. We describe the system design, evaluate it, and compare it with conventional image warping.
format Preprint
id arxiv_https___arxiv_org_abs_2604_02851
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Streaming Real-Time Rendered Scenes as 3D Gaussians
Siekkinen, Matti
Kämäräinen, Teemu
Image and Video Processing
Graphics
Multimedia
Cloud rendering is widely used in gaming and XR to overcome limited client-side GPU resources and to support heterogeneous devices. Existing systems typically deliver the rendered scene as a 2D video stream, which tightly couples the transmitted content to the server-rendered viewpoint and limits latency compensation to image-space reprojection or warping. In this paper, we investigate an alternative approach based on streaming a live 3D Gaussian Splatting (3DGS) scene representation instead of only rendered video. We present a Unity-based prototype in which a server constructs and continuously optimizes a 3DGS model from real-time rendered reference views, while streaming the evolving representation to remote clients using full model snapshots and incremental updates supporting relighting and rigid object dynamics. The clients reconstruct the streamed Gaussian model locally and render their current viewpoint from the received representation. This approach aims to improve viewpoint flexibility for latency compensation and to better amortize server-side scene modeling across multiple users than per-user rendering and video streaming. We describe the system design, evaluate it, and compare it with conventional image warping.
title Streaming Real-Time Rendered Scenes as 3D Gaussians
topic Image and Video Processing
Graphics
Multimedia
url https://arxiv.org/abs/2604.02851