PRoGS: Progressive Rendering of Gaussian Splats

Over the past year, 3D Gaussian Splatting (3DGS) has received significant attention for its ability to represent 3D scenes in a perceptually accurate manner. However, it can require a substantial amount of storage since each splat's individual data must be stored. While compression techniques offer a potential solution by reducing the memory footprint, they still necessitate retrieving the entire scene before any part of it can be rendered. In this work, we introduce a novel approach for progressively rendering such scenes, aiming to display visible content that closely approximates the final scene as early as possible without loading the entire scene into memory. This approach benefits both on-device rendering applications limited by memory constraints and streaming applications where minimal bandwidth usage is preferred. To achieve this, we approximate the contribution of each Gaussian to the final scene and construct an order of prioritization on their inclusion in the rendering process. Additionally, we demonstrate that our approach can be combined with existing compression methods to progressively render (and stream) 3DGS scenes, optimizing bandwidth usage by focusing on the most important splats within a scene. Overall, our work establishes a foundation for making remotely hosted 3DGS content more quickly accessible to end-users in over-the-top consumption scenarios, with our results showing significant improvements in quality across all metrics compared to existing methods.

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Publication Details

Published
2025-02-26
DOI
https://doi.org/10.1109/wacv61041.2025.00308
Citations
2
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
7.08

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article

PRoGS: Progressive Rendering of Gaussian Splats

Brent Zoomers, Jeroen Put, Joni Vanherck, Maarten Wijnants et al.
2 citations
Computer Graphics and Visualization Techniques
7.08
article

PRoGS: Progressive Rendering of Gaussian Splats

Brent Zoomers, Jeroen Put, Joni Vanherck, Maarten Wijnants, Ivan Molenaers
article en
2 citations

Abstract

Over the past year, 3D Gaussian Splatting (3DGS) has received significant attention for its ability to represent 3D scenes in a perceptually accurate manner. However, it can require a substantial amount of storage since each splat's individual data must be stored. While compression techniques offer a potential solution by reducing the memory footprint, they still necessitate retrieving the entire scene before any part of it can be rendered. In this work, we introduce a novel approach for progressively rendering such scenes, aiming to display visible content that closely approximates the final scene as early as possible without loading the entire scene into memory. This approach benefits both on-device rendering applications limited by memory constraints and streaming applications where minimal bandwidth usage is preferred. To achieve this, we approximate the contribution of each Gaussian to the final scene and construct an order of prioritization on their inclusion in the rendering process. Additionally, we demonstrate that our approach can be combined with existing compression methods to progressively render (and stream) 3DGS scenes, optimizing bandwidth usage by focusing on the most important splats within a scene. Overall, our work establishes a foundation for making remotely hosted 3DGS content more quickly accessible to end-users in over-the-top consumption scenarios, with our results showing significant improvements in quality across all metrics compared to existing methods.

Flanders Make (Belgium) (BE), Hasselt University (BE)
European Commission, Fonds Wetenschappelijk Onderzoek, Universiteit Hasselt
Openalex Percentile: Top 4%
Computer Graphics and Visualization Techniques
7.08
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