Delivering immersive 6-DoF experiences over capacity-constrained
networks requires balancing visual fidelity, interactive
capabilities, and streaming efficiency. Existing polygonal mesh
or 3D Gaussian Splatting (3DGS) approaches exhibit fundamental
trade-offs among these requirements, whereas prior hybrid
methods have largely focused on reconstruction quality rather
than end-to-end delivery.
In this work, we introduce LMG, the first
end-to-end streaming system utilizing a Layered Mesh-Gaussian
representation for the efficient and interactive delivery of
static 3D scenes. Our model organizes textured meshes into a
streamable base layer to ensure structural interactivity and
attaches surface-aligned Gaussians into an enhancement layer for
high-fidelity, photorealistic rendering. To enable effective
deployment, we develop a complete system comprising a production
server, a streaming server, and an XR client. The production
server features a joint training pipeline with a custom hybrid
rasterizer and budget-aware allocation algorithms that
concentrate Gaussians in perceptually important regions. The
streaming server employs a layered and tile-based pipeline
tailored for LMG, prioritizing the delivery of the base layer
for a quick scene overview, followed by the progressive
refinement of visible regions using Gaussians.
Evaluations of our systems demonstrate that the LMG production
server significantly outperforms the state-of-the-art baseline
in visual quality--improving PSNR by up to 10.99 dB (8.89 dB on
average) and SSIM by up to 0.293 (0.255 on average).
Furthermore, our results highlight the efficacy of the LMG
streaming system, showing that layered and tiled streaming
yields quality improvements of up to 19.81 dB in PSNR (5.80 dB
on average), 0.143 in SSIM (0.06 on average), and 40.86 in VMAF
(16.06 on average), while enabling low-latency and interactive
XR experiences.
Sample results from Lego trained with different rasterizers under 40k budget: (a) GaMeS and (b) our LMG’s DTGS.
Sample results from Bicycle: (a) ground truth image, (b) textured mesh, (c) Gaussian allocated by area, and (d) Gaussian allocated by distortion.
Sample streaming results from Bicycle: (a)(b)(c) placeholders
If you find this work helpful in your research, welcome to cite the paper and give a ⭐ on github.
@inproceedings{sun2026lmg,
title={LMG: Efficient Streaming of Layered Mesh–Gaussian 3D Scenes},
author={Sun, Yuan-Chun and Chen, Guodong and Kondori, Sam Ziaie and Dasari, Mallesham and Hsu, Cheng-Hsin},
booktitle={Proceedings of the 17th ACM Multimedia Systems Conference},
year={2026}
}
Our codebase is built upon the excellent work from GaMeS and 3D Gaussian Splatting. We thank the authors for open-sourcing their codebases which served as the foundation for our implementation.
@Article{waczynska2024games,
author = {Joanna Waczyńska and Piotr Borycki and Sławomir Tadeja and Jacek Tabor and Przemysław Spurek},
title = {GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting},
year = {2024},
eprint = {2402.01459},
archivePrefix = {arXiv},
primaryClass = {cs.CV},
}
@Article{kerbl3Dgaussians,
author = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
title = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
journal = {ACM Transactions on Graphics},
number = {4},
volume = {42},
month = {July},
year = {2023},
url = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}