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EvoGS: Constructing Continuous-Layered Gaussian Splatting with Evolution Tree for Scalable 3D Streaming

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Streaming 3D Gaussian Splatting requires highly scalable, progressive representations. Existing progressive methods rely on \textit{discrete layering}, accumulating separate splat sets for each level of detail. This structural independence between layers inherently leads to error accumulation, severe splat redundancy, and uncontrolled quality transitions. We propose EvoGS, the first \textit{continuous-layering} representation. Organized as an Evolution Tree, EvoGS generates finer details via an explicit, wavelet-inspired parent-child refinement. This empowers child nodes to structurally correct ancestral errors, yield inherently sparse and highly compressible inter-layer signals. Extensive experiments show EvoGS eliminates splat redundancy from over 65\% to under 25\%. Compared to state-of-the-art baselines, it reduces transmission payload and GPU VRAM footprint by up to 2.4$\times$ and 5.5$\times$, respectively, and achieves smooth quality transitions optimal for real-time adaptive streaming. Project page: https://yuang-ian.github.io/evogs/

Yuang Shi, Simone Gasparini, G\'eraldine Morin, Wei Tsang Ooi• 2026

Related benchmarks

TaskDatasetResultRank
3D ReconstructionMip-NeRF 360 (test)
PSNR29.04
44
3D ReconstructionBlender (test)
PSNR36.29
20
3D ReconstructionTank&Temples 2017 (test)
PSNR25.57
20
3D Scene RenderingAveraged across all datasets
PSNR29.66
12
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