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Yiling Xu

Publications and source records attributed to Yiling Xu.

At least 19 recordsLinked to original sources

3DGS-VBench+ and 3DGSV-Assessor: A Multi-Dimensional Subjective Benchmark and a Reference-Flexible Objective Model for 3D Gaussian Splatting Video Quality Assessment

3D Gaussian Splatting (3DGS) enables real-time novel view synthesis (NVS), but its heavy storage makes compression essential, and both training and compression introduce representation-specific distortions. Since generative compression in many methods treats geometric and color attributes via different parameters, it can induce dimension-specific distortions, motivating multi-dimensional assessment. Moreover, real-world captures generally lack an aligned ground-truth video for a synthesized, continuous camera trajectory, leaving only sparse captured views as references. To enable multi-dimensional quality assessment of 3DGS videos with scarce aligned references, we first present 3DGS-VBench+, a large-scale subjective video quality assessment (VQA) benchmark comprising 3{,}036 3DGS reconstructions, each paired with a rendered video, across 11 real-world and 22 synthetic scenes, generated by 6 representative compression algorithms at systematically designed levels and annotated with 9{,}108 MOSs covering overall, geometry, and color quality. Based on 3DGS-VBench+, we propose 3DGSV-Assessor, a reference-flexible, large multimodal framework that scores all three dimensions in one generation pass and fuses a ranking-based reference cue into the frozen regressor through a bounded gate, supporting both reduced-reference (RR) and no-reference (NR) assessment. Extensive experiments demonstrate state-of-the-art correlation with human perception on 3DGS-VBench+ and strong zero-shot generalization to other NVS benchmarks. The dataset and code will be released at https://github.com/YukeXing/3DGSV-Assessor.

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Hybrid-PCGC: Hybrid Point Cloud Geometry Compression Bridging Generalization-based Model and Implicit Neural Representation

Efficient point cloud geometry compression (PCGC) is essential for 3D sensing applications such as autonomous driving and digital twins. Hybrid methods combine the generalization of learned models with the adaptability of Implicit Neural Representations (INRs), but existing schemes often use complex architectures, rigid update strategies, and post-training weight compression, limiting adaptation efficiency and increasing bitstream overhead. This paper proposes Hybrid-PCGC, which formulates hybrid compression as a joint geometry-and-model bitrate allocation problem and optimizes instance-specific weight offsets as rate-constrained transmitted variables. It separates dataset-agnostic prior modeling from instance-specific adaptation through four components: a Frozen General Module (FGM), a Dual Trainable Adaptive Module (DTAM), an Adaptive Scope Controller (ASC), and a Supervised Offset Compression Module (SOCM). FGM captures global geometric regularities, while the parameter-efficient DTAM adapts to individual point clouds. ASC selects the update scope based on coding difficulty, and SOCM jointly optimizes and compresses weight offsets through differentiable entropy supervision during training. Experiments show that Hybrid-PCGC balances fidelity and bitrate, reducing bitrate by 13.96% and 16.33% over G-PCC on lossless and lossy benchmarks, respectively, and saving up to 12.33% bitrate over the state-of-the-art hybrid method on challenging dense point clouds.

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Codec-Compatible Learned Compression for 3D Gaussian Splatting

Video-based 3D Gaussian Splatting (3DGS) compression methods provide a practical route by representing Gaussian attributes as 2D maps and coding them with standard video codecs. Among these maps, high-dimensional non-DC spherical harmonics (SH-AC) maps contain the largest number of channels and account for a dominant portion of the bitstream. However, their statistics differ substantially from those of natural images, and the nonlinear dependencies among SH-AC coefficients remain insufficiently exploited. To address these issues, we propose CCT-GS, a Codec-Compatible learned Transform framework for 3DGS compression. CCT-GS first learns a generalized SH-AC transform that captures cross-scene regularities and converts SH-AC maps into compact codec-friendly bottleneck maps. It further introduces LoRA-based scene adaptation to recover scene-specific appearance details with lightweight side information. Experiments on MPEG GSC sequences demonstrate that CCT-GS consistently outperforms representative video-based baselines, achieving an average BD-rate reduction of 51.30% over the video-based anchor.

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OuroReward: Sequential Reward Scheduling for Reinforcement Learning in Text-to-3D Generation

Reinforcement learning (RL) for Text-to-3D (T23D) generation requires optimization across multiple quality dimensions such as semantic alignment and texture clarity. Existing methods typically optimize these dimensions simultaneously through multiple reward aggregation, without explicitly modeling inter-dimension dependencies. This can cause imbalanced optimization and persistent interference among conflicting dimensions. To address this limitation, we propose OuroReward, an interference-aware sequential reward scheduling strategy for T23D RL. OuroReward first estimates pairwise dependencies among dimensions and constructs a cyclic optimization path that minimizes cumulative interference. By incorporating the tail-to-head dependency, the cycle captures global compatibility across the entire schedule. Then, OuroReward converts the cycle into a one-pass sequence, and starts optimization from the dimension with the lowest aggregate interference. Rather than assigning a fixed optimization budget to each dimension-wise reward, training adaptively determines when to advance to the next reward according to the remaining optimization headroom of the current one. We further introduce AdaSelect, an adaptive prompt selection strategy that identifies reliable and informative prompts aligned with the model's current capability. By focusing policy updates on these prompts, AdaSelect effectively improves training stability. Extensive experiments across different T23D models and RL algorithms demonstrate that our framework consistently improves generation quality across multiple dimensions.

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MorphoOrgaAgent: A Foundation-Model-Based Multi-Agent System for Autonomous Organoid Analysis

Organoids are three-dimensional tissue models whose morphology provides important insights into tumor development, disease progression, and drug testing. Extracting these morphological features relies heavily on manual segmentation, which is time-consuming and labor-intensive. Furthermore, performing quantitative statistical analysis typically requires custom coding skills and a mathematical background, presenting a major barrier for experimental biologists. To address these challenges, we introduce MorphoOrgaAgent, a multi-agent framework that achieves zero-shot organoid segmentation, automated data analysis, and report generation based on natural language input. The framework consists mainly of three core components: a TaskUnderstandingAgent that identifies requested measurements and visualization types; a hybrid segmentation module that combines Cellpose-derived geometric prompts with text prompts to guide SAM3 for zero-shot organoid instance segmentation; and a ReportAgent that computes quantitative metrics and compiles them alongside generated visualizations into a structured report. We further introduce MorphoOrgaVQA, a benchmark designed for quantitative evaluation of agent systems in organoid morphology analysis. Experimental results demonstrate that MorphoOrgaAgent handles both explicit and descriptive user requests, produces measurements closely matching ground truth, and generates complete analysis reports without requiring manual programming. The complete source code and MorphoOrgaVQA benchmark are publicly available at https://github.com/peng-lab/MorphoOrgaAgent.

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Towards Fine-Grained Text-to-3D Quality Assessment: A Benchmark and A Two-Stage Rank-Learning Metric

Recent advances in Text-to-3D (T23D) generative models have enabled the synthesis of diverse, high-fidelity 3D assets from textual prompts. However, existing challenges restrict the development of reliable T23D quality assessment (T23DQA). First, existing benchmarks are outdated, fragmented, and coarse-grained, making fine-grained metric training infeasible. Moreover, current objective metrics exhibit inherent design limitations, resulting in non-representative feature extraction and diminished metric robustness. To address these limitations, we introduce T23D-CompBench, a comprehensive benchmark for compositional T23D generation. We define five components with twelve sub-components for compositional prompts, which are used to generate 3,600 textured meshes from ten state-of-the-art generative models. A large-scale subjective experiment is conducted to collect 129,600 reliable human ratings across different perspectives. Based on T23D-CompBench, we further propose Rank2Score, an effective evaluator with two-stage training for T23DQA. Rank2Score enhances pairwise training via supervised contrastive regression and curriculum learning in the first stage, and subsequently refines predictions using mean opinion scores to achieve closer alignment with human judgments in the second stage. Extensive experiments and downstream applications demonstrate that Rank2Score consistently outperforms existing metrics across multiple dimensions and can additionally serve as a reward function to optimize generative models. The project is available at https://cbysjtu.github.io/Rank2Score/.

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ResPCC: A Loss-Resilient Neural Point Cloud Codec over Lossy Networks

Point cloud compression (PCC) is critical for efficient storage and transmission of 3D data. While recent learning-based PCC methods achieve good rate-distortion (R-D) performance, they generally rely on ideal transmission conditions. In practice, packet loss is a common issue and can severely distort latent features, causing coordinate drift and geometric degradation. To address this challenge, we present ResPCC, the first end-to-end neural point cloud codec designed to offer intrinsic resilience against data loss. Our framework is loss-rate-aware and adapts to diverse packet loss conditions. At the encoder, we introduce a Condition-Adaptive Latent Modulation (CALM) module to adjust latent feature distributions according to the perceived loss rate, as well as a Spatial-Channel Interleaving (SCI) mechanism that transforms channel-wise data extinction into spatially scattered element-wise missing patterns. At the decoder, we develop a Mask-Aware Graph-based Latent Restoration (MGLR) module, followed by a Dictionary-based Refinement (DBR) stage to recover corrupted features and align them with canonical priors. Evaluations on ShapeNet and SemanticKITTI under 5\% to 30\% packet loss rates show that ResPCC consistently delivers superior stability and R-D performance over baselines. Our framework maintains high reconstruction fidelity under lossy conditions, providing a reliable solution for 3D data transmission over practical networks. Code is available at https://github.com/starrynight314/ResPCC.

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3DGSI-Assessor: A Large-Scale Dataset and An LMM-based Method for 3D Gaussian Splatting Image Quality Assessment

3D Gaussian Splatting (3DGS) has become a dominant representation for real-time novel view synthesis (NVS), yet its storage footprint makes compression indispensable for practical deployment. 3DGS training and compression introduce representation-specific distortions such as floating artifacts and surface scattering, which conventional image quality assessment (IQA) metrics fail to capture. Moreover, the independent compression of geometric and color attributes may lead to decoupled dimension-specific distortions that must be diagnosed separately, yet existing metrics report only a single overall score. To address these gaps, we present 3DGS-IEval-15K+, a large-scale, multi-dimensional IQA dataset for compressed 3DGS, comprising 15,200 images from 10 diverse scenes, produced by 6 representative 3DGS algorithms at systematically designed compression levels and rendered from 20 strategically selected viewpoints spanning both training views and challenging novel views, annotated with 45,600 mean opinion scores (MOSs) across overall, geometry, and color quality. Based on 3DGS-IEval-15K+, we propose 3DGSI-Assessor, an all-in-one 3DGS IQA framework that integrates global semantic and dimension-specific local features within a large multimodal model (LMM), predicting all three dimensions in a single forward pass. 3DGSI-Assessor achieves state-of-the-art performance on 3DGS-IEval-15K+, and exhibits competitive generalization on other NVS benchmarks. Dataset and code will be released at https://github.com/YukeXing/3DGSI-Assessor.

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RAP: Fast Feedforward Rendering-Free Attribute-Guided Primitive Importance Score Prediction for Efficient 3D Gaussian Splatting Processing

3D Gaussian Splatting (3DGS) has emerged as a leading technology for high-quality 3D scene reconstruction. However, the iterative refinement and densification process leads to the generation of a large number of primitives, each contributing to the reconstruction to a substantially different extent. Estimating primitive importance is thus crucial, both for removing redundancy during reconstruction and for enabling efficient compression and transmission. Existing methods typically rely on rendering-based analyses, where each primitive is evaluated through its contribution across multiple camera viewpoints. However, such methods are sensitive to the number and selection of views, rely on specialized differentiable rasterizers, and have long calculation times that grow linearly with view count, making them difficult to integrate as plug-and-play modules and limiting scalability and generalization. To address these issues, we propose RAP, a fast feedforward rendering-free attribute-guided method for efficient importance score prediction in 3DGS. RAP infers primitive significance directly from intrinsic Gaussian attributes and local neighborhood statistics, avoiding rendering-based or visibility-dependent computations. A compact MLP predicts per-primitive importance scores using rendering loss, pruning-aware loss, and significance distribution regularization. After training on a small set of scenes, RAP generalizes effectively to unseen data and can be seamlessly integrated into reconstruction, compression, and transmission pipelines. Our code is publicly available at https://github.com/yyyykf/RAP.

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Progressively Deformable 2D Gaussian Splatting for Video Representation at Arbitrary Resolutions

Implicit neural representations (INRs) enable fast video compression and effective video processing, but a single model rarely offers scalable decoding across rates and resolutions. In practice, multi-resolution typically relies on retraining or multi-branch designs, and structured pruning failed to provide a permutation-invariant progressive transmission order. Motivated by the explicit structure and efficiency of Gaussian splatting, we propose D2GV-AR, a deformable 2D Gaussian video representation that enables \emph{arbitrary-scale} rendering and \emph{any-ratio} progressive coding within a single model. We partition each video into fixed-length Groups of Pictures and represent each group with a canonical set of 2D Gaussian primitives, whose temporal evolution is modeled by a neural ordinary differential equation. During training and rendering, we apply scale-aware grouping according to Nyquist sampling theorem to form a nested hierarchy across resolutions. Once trained, primitives can be pruned via a D-optimal subset objective to enable any-ratio progressive coding. Extensive experiments show that D2GV-AR renders at over 250 FPS while matching or surpassing recent INR baselines, enabling multiscale continuous rate--quality adaptation.

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Rasterizing Wireless Radiance Field via Deformable 2D Gaussian Splatting

Modeling the wireless radiance field (WRF) is fundamental to modern communication systems, enabling key tasks such as localization, sensing, and channel estimation. Traditional approaches, which rely on empirical formulas or physical simulations, often suffer from limited accuracy or require strong scene priors. Recent neural radiance field (NeRF-based) methods improve reconstruction fidelity through differentiable volumetric rendering, but their reliance on computationally expensive multilayer perceptron (MLP) queries hinders real-time deployment. To overcome these challenges, we introduce Gaussian splatting (GS) to the wireless domain, leveraging its efficiency in modeling optical radiance fields to enable compact and accurate WRF reconstruction. Specifically, we propose SwiftWRF, a deformable 2D Gaussian splatting framework that synthesizes WRF spectra at arbitrary positions under single-sided transceiver mobility. SwiftWRF employs CUDA-accelerated rasterization to render spectra at over 100000 fps and uses a lightweight MLP to model the deformation of 2D Gaussians, effectively capturing mobility-induced WRF variations. In addition to novel spectrum synthesis, the efficacy of SwiftWRF is further underscored in its applications in angle-of-arrival (AoA) and received signal strength indicator (RSSI) prediction. Experiments conducted on both real-world and synthetic indoor scenes demonstrate that SwiftWRF can reconstruct WRF spectra up to 500x faster than existing state-of-the-art methods, while significantly enhancing its signal quality. The project page is https://evan-sudo.github.io/swiftwrf/.

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Light4GS: Lightweight Compact 4D Gaussian Splatting Generation via Context Model

3D Gaussian Splatting (3DGS) has emerged as an efficient and high-fidelity paradigm for novel view synthesis. To adapt 3DGS for dynamic content, deformable 3DGS incorporates temporally deformable primitives with learnable latent embeddings to capture complex motions. Despite its impressive performance, the high-dimensional embeddings and vast number of primitives lead to substantial storage requirements. In this paper, we introduce a \textbf{Light}weight \textbf{4}D\textbf{GS} framework, called Light4GS, that employs significance pruning with a deep context model to provide a lightweight storage-efficient dynamic 3DGS representation. The proposed Light4GS is based on 4DGS that is a typical representation of deformable 3DGS. Specifically, our framework is built upon two core components: (1) a spatio-temporal significance pruning strategy that eliminates over 64\% of the deformable primitives, followed by an entropy-constrained spherical harmonics compression applied to the remainder; and (2) a deep context model that integrates intra- and inter-prediction with hyperprior into a coarse-to-fine context structure to enable efficient multiscale latent embedding compression. Our approach achieves over 120x compression and increases rendering FPS up to 20\% compared to the baseline 4DGS, and also superior to frame-wise state-of-the-art 3DGS compression methods, revealing the effectiveness of our Light4GS in terms of both intra- and inter-prediction methods without sacrificing rendering quality.

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TVMC: Time-Varying Mesh Compression via Multi-Stage Anchor Mesh Generation

Time-varying meshes, characterized by dynamic connectivity and varying vertex counts, hold significant promise for applications such as augmented reality. However, their practical utilization remains challenging due to the substantial data volume required for high-fidelity representation. While various compression methods attempt to leverage temporal redundancy between consecutive mesh frames, most struggle with topological inconsistency and motion-induced artifacts. To address these issues, we propose Time-Varying Mesh Compression (TVMC), a novel framework built on multi-stage coarse-to-fine anchor mesh generation for inter-frame prediction. Specifically, the anchor mesh is progressively constructed in three stages: initial, coarse, and fine. The initial anchor mesh is obtained through fast topology alignment to exploit temporal coherence. A Kalman filter-based motion estimation module then generates a coarse anchor mesh by accurately compensating inter-frame motions. Subsequently, a Quadric Error Metric-based refinement step optimizes vertex positions to form a fine anchor mesh with improved geometric fidelity. Based on the refined anchor mesh, the inter-frame motions relative to the reference base mesh are encoded, while the residual displacements between the subdivided fine anchor mesh and the input mesh are adaptively quantized and compressed. This hierarchical strategy preserves consistent connectivity and high-quality surface approximation, while achieving an efficient and compact representation of dynamic geometry. Extensive experiments on standard MPEG dynamic mesh sequences demonstrate that TVMC achieves state-of-the-art compression performance. Compared to the latest V-DMC standard, it delivers a significant BD-rate gain of 10.2% ~ 16.9%, while preserving high reconstruction quality. The code is available at https://github.com/H-Huang774/TVMC.

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Standardizing Generative Face Video Compression using Supplemental Enhancement Information

This paper proposes a Generative Face Video Compression (GFVC) approach using Supplemental Enhancement Information (SEI), where a series of compact spatial and temporal representations of a face video signal (e.g., 2D/3D keypoints, facial semantics and compact features) can be coded using SEI messages and inserted into the coded video bitstream. At the time of writing, the proposed GFVC approach using SEI messages has been included into a draft amendment of the Versatile Supplemental Enhancement Information (VSEI) standard by the Joint Video Experts Team (JVET) of ISO/IEC JTC 1/SC 29 and ITU-T SG21, which will be standardized as a new version of ITU-T H.274 | ISO/IEC 23002-7. To the best of the authors' knowledge, the JVET work on the proposed SEI-based GFVC approach is the first standardization activity for generative video compression. The proposed SEI approach has not only advanced the reconstruction quality of early-day Model-Based Coding (MBC) via the state-of-the-art generative technique, but also established a new SEI definition for future GFVC applications and deployment. Experimental results illustrate that the proposed SEI-based GFVC approach can achieve remarkable rate-distortion performance compared with the latest Versatile Video Coding (VVC) standard, whilst also potentially enabling a wide variety of functionalities including user-specified animation/filtering and metaverse-related applications.

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3DGS-IEval-15K: A Large-scale Image Quality Evaluation Database for 3D Gaussian-Splatting

3D Gaussian Splatting (3DGS) has emerged as a promising approach for novel view synthesis, offering real-time rendering with high visual fidelity. However, its substantial storage requirements present significant challenges for practical applications. While recent state-of-the-art (SOTA) 3DGS methods increasingly incorporate dedicated compression modules, there is a lack of a comprehensive framework to evaluate their perceptual impact. Therefore we present 3DGS-IEval-15K, the first large-scale image quality assessment (IQA) dataset specifically designed for compressed 3DGS representations. Our dataset encompasses 15,200 images rendered from 10 real-world scenes through 6 representative 3DGS algorithms at 20 strategically selected viewpoints, with different compression levels leading to various distortion effects. Through controlled subjective experiments, we collect human perception data from 60 viewers. We validate dataset quality through scene diversity and MOS distribution analysis, and establish a comprehensive benchmark with 30 representative IQA metrics covering diverse types. As the largest-scale 3DGS quality assessment dataset to date, our work provides a foundation for developing 3DGS specialized IQA metrics, and offers essential data for investigating view-dependent quality distribution patterns unique to 3DGS. The database is publicly available at https://github.com/YukeXing/3DGS-IEval-15K.

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3DGS-VBench: A Comprehensive Video Quality Evaluation Benchmark for 3DGS Compression

3D Gaussian Splatting (3DGS) enables real-time novel view synthesis with high visual fidelity, but its substantial storage requirements hinder practical deployment, prompting state-of-the-art (SOTA) 3DGS methods to incorporate compression modules. However, these 3DGS generative compression techniques introduce unique distortions lacking systematic quality assessment research. To this end, we establish 3DGS-VBench, a large-scale Video Quality Assessment (VQA) Dataset and Benchmark with 660 compressed 3DGS models and video sequences generated from 11 scenes across 6 SOTA 3DGS compression algorithms with systematically designed parameter levels. With annotations from 50 participants, we obtained MOS scores with outlier removal and validated dataset reliability. We benchmark 6 3DGS compression algorithms on storage efficiency and visual quality, and evaluate 15 quality assessment metrics across multiple paradigms. Our work enables specialized VQA model training for 3DGS, serving as a catalyst for compression and quality assessment research. The dataset is available at https://github.com/YukeXing/3DGS-VBench.

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Benchmarking and Learning Multi-Dimensional Quality Evaluator for Text-to-3D Generation

Text-to-3D generation has achieved remarkable progress in recent years, yet evaluating these methods remains challenging for two reasons: i) Existing benchmarks lack fine-grained evaluation on different prompt categories and evaluation dimensions. ii) Previous evaluation metrics only focus on a single aspect (e.g., text-3D alignment) and fail to perform multi-dimensional quality assessment. To address these problems, we first propose a comprehensive benchmark named MATE-3D. The benchmark contains eight well-designed prompt categories that cover single and multiple object generation, resulting in 1,280 generated textured meshes. We have conducted a large-scale subjective experiment from four different evaluation dimensions and collected 107,520 annotations, followed by detailed analyses of the results. Based on MATE-3D, we propose a novel quality evaluator named HyperScore. Utilizing hypernetwork to generate specified mapping functions for each evaluation dimension, our metric can effectively perform multi-dimensional quality assessment. HyperScore presents superior performance over existing metrics on MATE-3D, making it a promising metric for assessing and improving text-to-3D generation. The project is available at https://mate-3d.github.io/.

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LINR-PCGC: Lossless Implicit Neural Representations for Point Cloud Geometry Compression

Existing AI-based point cloud compression methods struggle with dependence on specific training data distributions, which limits their real-world deployment. Implicit Neural Representation (INR) methods solve the above problem by encoding overfitted network parameters to the bitstream, resulting in more distribution-agnostic results. However, due to the limitation of encoding time and decoder size, current INR based methods only consider lossy geometry compression. In this paper, we propose the first INR based lossless point cloud geometry compression method called Lossless Implicit Neural Representations for Point Cloud Geometry Compression (LINR-PCGC). To accelerate encoding speed, we design a group of point clouds level coding framework with an effective network initialization strategy, which can reduce around 60% encoding time. A lightweight coding network based on multiscale SparseConv, consisting of scale context extraction, child node prediction, and model compression modules, is proposed to realize fast inference and compact decoder size. Experimental results show that our method consistently outperforms traditional and AI-based methods: for example, with the convergence time in the MVUB dataset, our method reduces the bitstream by approximately 21.21% compared to G-PCC TMC13v23 and 21.95% compared to SparsePCGC. Our project can be seen on https://huangwenjie2023.github.io/LINR-PCGC/.

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