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Bits-to-Photon: End-to-End Learned Scalable Point Cloud Compression for Direct Rendering

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arxiv 2406.05915 v2 pith:RFLNV3LS submitted 2024-06-09 cs.CV eess.IV

classification cs.CVeess.IV
keywords pointrenderingcloudcompressionqualitydecodingstreamingapplications
verification ladder T0 review T1 audit T2 compute T3 formal

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Point cloud is a promising 3D representation for volumetric streaming in emerging AR/VR applications. Despite recent advances in point cloud compression, decoding and rendering high-quality images from lossy compressed point clouds is still challenging in terms of quality and complexity, making it a major roadblock to achieve real-time 6-Degree-of-Freedom video streaming. In this paper, we address this problem by developing a point cloud compression scheme that generates a bit stream that can be directly decoded to renderable 3D Gaussians. The encoder and decoder are jointly optimized to consider both bit-rates and rendering quality. It significantly improves the rendering quality while substantially reducing decoding and rendering time, compared to existing point cloud compression methods. Furthermore, the proposed scheme generates a scalable bit stream, allowing multiple levels of details at different bit-rate ranges. Our method supports real-time color decoding and rendering of high quality point clouds, thus paving the way for interactive 3D streaming applications with free view points.

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. TeSO: Representing and Compressing 3D Point Cloud Scenes with Textured Surfel Octree

    cs.CV 2025-08 conditional novelty 6.0 of 10

    TeSO represents a point cloud scene as textured surfels on an octree and compresses it with a learned entropy model, reporting lower LPIPS at equal bit-rates than G-PCC, P2ENet, and B2P baselines.

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