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AtlasLC: Fast Codec-Ready Compression of Object-Centric 3D Gaussian Splatting

Jul 2026 · arXiv.org · Vol abs/2607.26525 · 0 citations · 60 references
Computer Science

Abstract

3D Gaussian Splatting (3DGS) enables photorealistic novel-view synthesis with real-time rendering, but deploying compressed object-centric 3DGS in XR requires more than image-space rate-distortion. In practical XR asset pipelines, reusable objects are repeatedly packaged, transmitted, decoded, and instantiated, making asset-preparation cost, codec compatibility, decoding latency, and preservation of depth and silhouette cues first-class concerns. Existing 3DGS compression methods are largely developed for scene-scale captures and often rely on heavy layout generation or aggressive global pruning, assumptions that transfer poorly to semantically concentrated foreground objects. We present AtlasLC, a source-free, training-free compression pipeline for object-centric 3DGS that operates directly on released Gaussian assets, without original images, camera poses, or per-asset optimization. AtlasLC couples local-competition pruning with deterministic atlas packing to remove the mapping/remapping bottleneck while preserving object-wide foreground support; a lightweight single-pass sort-based conditional transport is used as a shared coordinate backbone for these stages. Across the evaluated assets, AtlasLC reduces atlas-preparation time by up to a factor of 25 and end-to-end compression time by up to a factor of 5, while offering a favorable deployment-aware balance of payload, decode latency, runtime FPS, and 3D geometry relative to the evaluated compressed baselines. Relative to similarly compact structured baselines, it uses about 6 to 8 percent fewer bits while maintaining comparable perceptual and geometric quality. These results show that object-centric 3DGS compression should be optimized for a deployment-aware operating point enabling scalable XR asset libraries.

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