Luyang Tang

CV
h-index1
3papers
44citations
Novelty60%
AI Score35

3 Papers

20.9CVDec 9, 2024
4D Gaussian Splatting with Scale-aware Residual Field and Adaptive Optimization for Real-time Rendering of Temporally Complex Dynamic Scenes

Jinbo Yan, Rui Peng, Luyang Tang et al.

Reconstructing dynamic scenes from video sequences is a highly promising task in the multimedia domain. While previous methods have made progress, they often struggle with slow rendering and managing temporal complexities such as significant motion and object appearance/disappearance. In this paper, we propose SaRO-GS as a novel dynamic scene representation capable of achieving real-time rendering while effectively handling temporal complexities in dynamic scenes. To address the issue of slow rendering speed, we adopt a Gaussian primitive-based representation and optimize the Gaussians in 4D space, which facilitates real-time rendering with the assistance of 3D Gaussian Splatting. Additionally, to handle temporally complex dynamic scenes, we introduce a Scale-aware Residual Field. This field considers the size information of each Gaussian primitive while encoding its residual feature and aligns with the self-splitting behavior of Gaussian primitives. Furthermore, we propose an Adaptive Optimization Schedule, which assigns different optimization strategies to Gaussian primitives based on their distinct temporal properties, thereby expediting the reconstruction of dynamic regions. Through evaluations on monocular and multi-view datasets, our method has demonstrated state-of-the-art performance. Please see our project page at https://yjb6.github.io/SaRO-GS.github.io.

3.6CVMar 30, 2025
Enhancing 3D Gaussian Splatting Compression via Spatial Condition-based Prediction

Jingui Ma, Yang Hu, Luyang Tang et al.

Recently, 3D Gaussian Spatting (3DGS) has gained widespread attention in Novel View Synthesis (NVS) due to the remarkable real-time rendering performance. However, the substantial cost of storage and transmission of vanilla 3DGS hinders its further application (hundreds of megabytes or even gigabytes for a single scene). Motivated by the achievements of prediction in video compression, we introduce the prediction technique into the anchor-based Gaussian representation to effectively reduce the bit rate. Specifically, we propose a spatial condition-based prediction module to utilize the grid-captured scene information for prediction, with a residual compensation strategy designed to learn the missing fine-grained information. Besides, to further compress the residual, we propose an instance-aware hyper prior, developing a structure-aware and instance-aware entropy model. Extensive experiments demonstrate the effectiveness of our prediction-based compression framework and each technical component. Even compared with SOTA compression method, our framework still achieves a bit rate savings of 24.42 percent. Code is to be released!

2.3GROct 11, 2025
CLoD-GS: Continuous Level-of-Detail via 3D Gaussian Splatting

Zhigang Cheng, Mingchao Sun, Yu Liu et al.

Level of Detail (LoD) is a fundamental technique in real-time computer graphics for managing the rendering costs of complex scenes while preserving visual fidelity. Traditionally, LoD is implemented using discrete levels (DLoD), where multiple, distinct versions of a model are swapped out at different distances. This long-standing paradigm, however, suffers from two major drawbacks: it requires significant storage for multiple model copies and causes jarring visual ``popping" artifacts during transitions, degrading the user experience. We argue that the explicit, primitive-based nature of the emerging 3D Gaussian Splatting (3DGS) technique enables a more ideal paradigm: Continuous LoD (CLoD). A CLoD approach facilitates smooth, seamless quality scaling within a single, unified model, thereby circumventing the core problems of DLOD. To this end, we introduce CLoD-GS, a framework that integrates a continuous LoD mechanism directly into a 3DGS representation. Our method introduces a learnable, distance-dependent decay parameter for each Gaussian primitive, which dynamically adjusts its opacity based on viewpoint proximity. This allows for the progressive and smooth filtering of less significant primitives, effectively creating a continuous spectrum of detail within one model. To train this model to be robust across all distances, we introduce a virtual distance scaling mechanism and a novel coarse-to-fine training strategy with rendered point count regularization. Our approach not only eliminates the storage overhead and visual artifacts of discrete methods but also reduces the primitive count and memory footprint of the final model. Extensive experiments demonstrate that CLoD-GS achieves smooth, quality-scalable rendering from a single model, delivering high-fidelity results across a wide range of performance targets.