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Guangchi Fang

Publications and source records attributed to Guangchi Fang.

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PocketGS: On-Device Training of 3D Gaussian Splatting for High Perceptual Modeling

While 3D Gaussian Splatting (3DGS) enables real-time rendering, its training demands workstation-level compute and memory, making mobile deployment impractical under minute-scale time budgets and limited peak memory. We present PocketGS, a mobile scene modeling paradigm that enables on-device 3DGS training under these tightly coupled constraints while preserving high-fidelity reconstruction. PocketGS resolves the fundamental tension between training efficiency, memory compactness, and modeling quality through three co-designed operators: $\mathcal{G}$ builds geometry-faithful point-cloud priors; $\mathcal{I}$ injects local surface statistics to seed anisotropic Gaussians, thereby reducing early conditioning gaps; and $\mathcal{T}$ unrolls alpha compositing with cached intermediates and index-mapped gradient scattering for stable mobile backpropagation. Extensive experiments demonstrate that PocketGS outperforms the powerful mainstream workstation 3DGS baseline under mobile budgets, delivering high-quality reconstructions and enabling a fully on-device, practical capture-to-rendering workflow.

cs.CV

Efficient Scene Modeling via Structure-Aware and Region-Prioritized 3D Gaussians

Reconstructing 3D scenes with high fidelity and efficiency remains a central pursuit in computer vision and graphics. Recent advances in 3D Gaussian Splatting (3DGS) enable photorealistic rendering with Gaussian primitives, yet the modeling process remains governed predominantly by photometric supervision. This reliance often leads to irregular spatial distribution and indiscriminate primitive adjustments that largely ignore underlying geometric context. In this work, we rethink Gaussian modeling from a geometric standpoint and introduce Mini-Splatting2, an efficient scene modeling framework that couples structure-aware distribution and region-prioritized optimization, driving 3DGS into a geometry-regulated paradigm. The structure-aware distribution enforces spatial regularity through structured reorganization and representation sparsity, ensuring balanced structural coverage for compact organization. The region-prioritized optimization improves training discrimination through geometric saliency and computational selectivity, fostering appropriate structural emergence for fast convergence. These mechanisms alleviate the long-standing tension among representation compactness, convergence acceleration, and rendering fidelity. Extensive experiments demonstrate that Mini-Splatting2 achieves up to 4$\times$ fewer Gaussians and 3$\times$ faster optimization while maintaining state-of-the-art visual quality, paving the way towards structured and efficient 3D Gaussian modeling.

cs.CV

Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians

In this study, we explore the challenge of efficiently representing scenes with a constrained number of Gaussians. Our analysis shifts from traditional graphics and 2D computer vision to the perspective of point clouds, highlighting the inefficient spatial distribution of Gaussian representation as a key limitation in model performance. To address this, we introduce strategies for densification including blur split and depth reinitialization, and simplification through intersection preserving and sampling. These techniques reorganize the spatial positions of the Gaussians, resulting in significant improvements across various datasets and benchmarks in terms of rendering quality, resource consumption, and storage compression. Our Mini-Splatting integrates seamlessly with the original rasterization pipeline, providing a strong baseline for future research in Gaussian-Splatting-based works. \href{https://github.com/fatPeter/mini-splatting}{Code is available}.

cs.CV

SQN: Weakly-Supervised Semantic Segmentation of Large-Scale 3D Point Clouds

Labelling point clouds fully is highly time-consuming and costly. As larger point cloud datasets with billions of points become more common, we ask whether the full annotation is even necessary, demonstrating that existing baselines designed under a fully annotated assumption only degrade slightly even when faced with 1% random point annotations. However, beyond this point, e.g., at 0.1% annotations, segmentation accuracy is unacceptably low. We observe that, as point clouds are samples of the 3D world, the distribution of points in a local neighborhood is relatively homogeneous, exhibiting strong semantic similarity. Motivated by this, we propose a new weak supervision method to implicitly augment highly sparse supervision signals. Extensive experiments demonstrate the proposed Semantic Query Network (SQN) achieves promising performance on seven large-scale open datasets under weak supervision schemes, while requiring only 0.1% randomly annotated points for training, greatly reducing annotation cost and effort. The code is available at https://github.com/QingyongHu/SQN.

cs.CV

4DAC: Learning Attribute Compression for Dynamic Point Clouds

With the development of the 3D data acquisition facilities, the increasing scale of acquired 3D point clouds poses a challenge to the existing data compression techniques. Although promising performance has been achieved in static point cloud compression, it remains under-explored and challenging to leverage temporal correlations within a point cloud sequence for effective dynamic point cloud compression. In this paper, we study the attribute (e.g., color) compression of dynamic point clouds and present a learning-based framework, termed 4DAC. To reduce temporal redundancy within data, we first build the 3D motion estimation and motion compensation modules with deep neural networks. Then, the attribute residuals produced by the motion compensation component are encoded by the region adaptive hierarchical transform into residual coefficients. In addition, we also propose a deep conditional entropy model to estimate the probability distribution of the transformed coefficients, by incorporating temporal context from consecutive point clouds and the motion estimation/compensation modules. Finally, the data stream is losslessly entropy coded with the predicted distribution. Extensive experiments on several public datasets demonstrate the superior compression performance of the proposed approach.

cs.CV

3DAC: Learning Attribute Compression for Point Clouds

We study the problem of attribute compression for large-scale unstructured 3D point clouds. Through an in-depth exploration of the relationships between different encoding steps and different attribute channels, we introduce a deep compression network, termed 3DAC, to explicitly compress the attributes of 3D point clouds and reduce storage usage in this paper. Specifically, the point cloud attributes such as color and reflectance are firstly converted to transform coefficients. We then propose a deep entropy model to model the probabilities of these coefficients by considering information hidden in attribute transforms and previous encoded attributes. Finally, the estimated probabilities are used to further compress these transform coefficients to a final attributes bitstream. Extensive experiments conducted on both indoor and outdoor large-scale open point cloud datasets, including ScanNet and SemanticKITTI, demonstrated the superior compression rates and reconstruction quality of the proposed 3DAC.

cs.CV