LMG: Efficient Streaming of Layered Mesh–Gaussian 3D Scenes

1National Tsing Hua University, 2Northeastern University
Accepted by ACM Multimedia Systems Conference 2026 (MMSys'26)

LMG uses mesh deformations to guide Gaussians for animations

Abstract

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.

Overview

Main Visualization
High-level workflow of an on-demand LMG streaming system, where tiles are requested based on user trajectory to support interactive XR experiences.

LMG Model

Detail View
LMG layers textured mesh and 3D Gaussians to- gether

Comparison

Comparison 1
(a)
Comparison 2
(b)

Sample results from Lego trained with different rasterizers under 40k budget: (a) GaMeS and (b) our LMG’s DTGS.


Allocation Policy Results

Result 1
(a)
Result 2
(b)
Result 3
(c)
Result 4
(d)

Sample results from Bicycle: (a) ground truth image, (b) textured mesh, (c) Gaussian allocated by area, and (d) Gaussian allocated by distortion.

Simulated Streaming Traces

Result 3
(a)
Result 3
(b)
Result 3
(c)

Sample streaming results from Bicycle: (a)(b)(c) placeholders

Citation

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}
}

Acknowledgements

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/}
}