用3D高斯点云流传输实时场景,支持多视角渲染和低延迟交互。
Streaming Real-Time Rendered Scenes as 3D Gaussians
- 服务器实时构建并优化3D高斯点云模型,客户端接收后本地渲染
- 通过全量快照与增量更新实现动态光照和刚体运动支持
- 相比传统视频流,提升视角灵活性,适合多人共享场景的低延迟应用
云端渲染广泛应用于游戏和扩展现实(XR),以克服客户端显卡资源限制并支持异构设备。现有系统通常将渲染场景作为2D视频流传输,紧密绑定服务端视点,仅能通过图像空间重投影或变形进行延迟补偿。本文提出一种新方法:不传输视频,而是实时流式传输动态的3D高斯点云(3DGS)场景表示。我们基于Unity构建原型系统,服务器从实时渲染的参考视角构建并持续优化3DGS模型,通过全量快照与增量更新向远程客户端传输演化中的表示,支持重新照明和刚体物体运动。客户端在本地重建高斯模型,并从当前视点渲染画面。该方法旨在提升视角灵活性以更好地补偿延迟,并通过共享场景建模降低服务器开销,优于逐用户渲染与视频流。我们描述系统设计并进行评估,与传统图像重投影方法对比。
原文摘要 · Abstract (English)
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.
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