A Single Atlas is All You Need: Decoder-Side Gaussian Splatting for Immersive Video
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arXiv
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| Format: | Preprint |
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2026
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| _version_ | 1866910226466209792 |
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| author | Mieloch, Dawid Perry, Stuart |
| author_facet | Mieloch, Dawid Perry, Stuart |
| contents | Immersive video delivery is bottlenecked by pixel-rate constraints, making the transmission of high-resolution depth maps or explicit 3D volumetric data expensive. Decoder-Side Depth Estimation (DSDE) shifts depth computation to the client, but struggles with complex geometries, inter-view flickering, and non-Lambertian reflections. Conversely, 3D Gaussian Splatting (3DGS) offers state-of-the-art view synthesis, but transmitting splats (or their projected 2D maps) incurs prohibitive bandwidth costs and is poorly aligned with standard video codecs. We propose Decoder-Side Gaussian Splatting (DSGS), a framework that natively replaces the depth-estimation stage of DSDE with feed-forward 3DGS inference, optimizing volumetric scenes entirely on the decoder side from compressed textures and metadata. A central, counterintuitive finding is that lossy compression acts as an implicit low-pass filter stabilizing feed-forward splat prediction: compressed bitstreams exceed lossless quality while shrinking tenfold. Under extreme view sparsity (one 2D atlas comprising 4 input views), DSGS achieves a +5.79 dB BD-PSNR and +0.054 BD-SSIM gain over the DSDE anchor while reducing maximum inter-view Delta IV-PSNR from 17.2 dB to 6.4 dB, minimizing the domain shift between transmitted and virtual viewports. |
| format | Preprint |
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arxiv_https___arxiv_org_abs_2605_17002 |
| institution | arXiv |
| publishDate | 2026 |
| record_format | arxiv |
| spellingShingle | A Single Atlas is All You Need: Decoder-Side Gaussian Splatting for Immersive Video Mieloch, Dawid Perry, Stuart Graphics Multimedia Image and Video Processing Immersive video delivery is bottlenecked by pixel-rate constraints, making the transmission of high-resolution depth maps or explicit 3D volumetric data expensive. Decoder-Side Depth Estimation (DSDE) shifts depth computation to the client, but struggles with complex geometries, inter-view flickering, and non-Lambertian reflections. Conversely, 3D Gaussian Splatting (3DGS) offers state-of-the-art view synthesis, but transmitting splats (or their projected 2D maps) incurs prohibitive bandwidth costs and is poorly aligned with standard video codecs. We propose Decoder-Side Gaussian Splatting (DSGS), a framework that natively replaces the depth-estimation stage of DSDE with feed-forward 3DGS inference, optimizing volumetric scenes entirely on the decoder side from compressed textures and metadata. A central, counterintuitive finding is that lossy compression acts as an implicit low-pass filter stabilizing feed-forward splat prediction: compressed bitstreams exceed lossless quality while shrinking tenfold. Under extreme view sparsity (one 2D atlas comprising 4 input views), DSGS achieves a +5.79 dB BD-PSNR and +0.054 BD-SSIM gain over the DSDE anchor while reducing maximum inter-view Delta IV-PSNR from 17.2 dB to 6.4 dB, minimizing the domain shift between transmitted and virtual viewports. |
| title | A Single Atlas is All You Need: Decoder-Side Gaussian Splatting for Immersive Video |
| topic | Graphics Multimedia Image and Video Processing |
| url | https://arxiv.org/abs/2605.17002 |