A Single Atlas is All You Need: Decoder-Side Gaussian Splatting for Immersive Video
Dawid Mieloch, Stuart Perry

TL;DR
This paper introduces DSGS, a decoder-side Gaussian splatting framework for immersive video that reduces bandwidth and improves view synthesis quality by leveraging lossy compression as a low-pass filter.
Contribution
It replaces traditional depth estimation with feed-forward 3D Gaussian splatting inference, enabling efficient, high-quality view synthesis directly on the decoder side from compressed data.
Findings
Lossy compression acts as an implicit low-pass filter stabilizing splat prediction.
DSGS outperforms DSDE with +5.79 dB BD-PSNR and +0.054 BD-SSIM gains.
Reduces inter-view Delta IV-PSNR from 17.2 dB to 6.4 dB.
Abstract
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…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
