Temporal 3D Gaussian Splat Encoding for Smooth Dynamic Streaming

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Solution Overview

Problem

Existing 3D Gaussian splatting (3DGS) techniques for encoding dynamic 3D content result in visual discontinuities and large data sizes that are not suitable for real-time streaming over existing data networks.

Innovation Solution

A smooth temporally segmented encoding method that models primitives as ephemeral particles with opacity functions, groups them into different bins based on temporal values, and applies varying encoding and compression techniques to reduce data size and optimize streaming.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If 3D Gaussian splatting techniques are used to encode dynamic 3D content by training each frame independently, then the encoding process is simple and fast, but visual discontinuity occurs between frames causing flashing artifacts and popping

Engineering Contradiction:
Improveencoding speedVSAvoidvisual continuity
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system performs preliminary action by training a initial set of 3D Gaussian splats on a key frame before streaming. This pre-trained foundation allows subsequent frames to be encoded more efficiently while maintaining visual continuity through temporal referencing, resolving the contradiction between encoding speed and visual continuity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements continuity of useful action by establishing temporal references between frames, where each frame references the final set of splats from the previous frame. This creates a continuous encoding process that maintains visual continuity while preserving encoding efficiency through incremental updates rather than complete re-encoding.

Inventive Principle:
Principle #20Continuity of useful action

2Quantity of substance

If four-dimensional Gaussian splatting is used to encode dynamic 3D content with 4D mean and covariance matrix, then redundant definition of primitives spanning multiple frames is reduced, but the encoding size becomes too large for real-time streaming

Engineering Contradiction:
Improvedata redundancyVSAvoidencoding size
Core Design Contradiction:
Quantity of substanceVSWeight of stationary object

Solution Approach 1:

The system applies segmentation by dividing the 4D Gaussian splat encoding into separate components: spatial attributes (3D position, shape, color) and temporal attributes (opacity over time). This segmentation allows the encoding to store only necessary temporal information as opacity variations rather than full 4D covariance matrices, significantly reducing encoding size while maintaining the ability to represent primitives spanning multiple frames.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system extracts and stores only the essential temporal variation information (opacity changes) from the full 4D Gaussian representation. By taking out only the necessary temporal component rather than storing complete 4D covariance data, the encoding achieves temporal compression suitable for real-time streaming while still representing dynamic content across multiple frames.

Inventive Principle:
Principle #2Taking out (Extraction)

3Measurement precision

If complete 3D data is streamed for every frame of dynamic 3D content, then visual quality is maintained, but data transmission volume becomes too large for existing data networks

Engineering Contradiction:
Improvevisual qualityVSAvoiddata volume
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The system merges the streaming of 3D Gaussian splat data with temporal referencing information. Instead of streaming complete independent 3D data for each frame, it combines the base splat definition with incremental temporal updates (opacity variations), significantly reducing data volume while maintaining visual quality through the temporal coherence provided by frame-to-frame references.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system uses copying by referencing the final set of splats from previous frames rather than re-transmitting complete frame data. Each frame copies the structural information from the previous frame's final splat set and only transmits the necessary updates (opacity changes), dramatically reducing the data volume required for streaming while preserving visual quality.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS12483706B1Systems and methods for a smooth temporally segmented encoding of dynamic unstructured spatial data
Publication Date: 2025.11.25 MIRIS INC
  • US12483706B1 patent drawing
  • US12483706B1 patent drawing
  • US12483706B1 patent drawing

AI summary

A system and associated methods perform smooth temporally segmented encoding of dynamic unstructured spatial data or dynamic three-dimensional (3D) content. The system receives the primitives that define visual changes to the dynamic 3D content across multiple frames. The system determines a first set of primitives that remain unchanged for at least N frames and a second set of primitives that remain unchanged for less than the N frames. The system generates a first data stream that encodes the first set of primitives with temporal values at a reduced frame rate, and generates a second data stream that encodes the second set of primitives without temporal values at the desired frame rate. The system streams the first data stream and the second data stream in response to a request for the dynamic 3D content.