Cloud rendering is widely used in gaming and XR to overcome limited client-side GPU resources and to support heterogeneous devices. Existing systems typically deliver the rendered scene as a 2D video stream, which tightly couples the transmitted content to the server-rendered viewpoint and limits latency compensation to image-space reprojection or warping. In this paper, we investigate an alternative approach based on streaming a live 3D Gaussian Splatting (3DGS) scene representation instead of only rendered video. We present a Unity-based prototype in which a server constructs and continuously optimizes a 3DGS model from real-time rendered reference views, while streaming the evolving representation to remote clients using full model snapshots and incremental updates supporting relighting and rigid object dynamics. The clients reconstruct the streamed Gaussian model locally and render their current viewpoint from the received representation. This approach aims to improve viewpoint flexibility for latency compensation and to better amortize server-side scene modeling across multiple users than per-user rendering and video streaming. We describe the system design, evaluate it, and compare it with conventional image warping.
翻译:云渲染广泛应用于游戏和扩展现实(XR),旨在克服客户端GPU资源受限的问题并支持异构设备。现有系统通常将渲染场景作为二维视频流传输,这导致传输内容与服务器渲染视角紧密耦合,并将延迟补偿限制在图像空间重投影或扭曲的范围内。本文探索了一种替代方案——基于流式传输实时三维高斯泼溅(3DGS)场景表征,而非仅传输渲染视频。我们提出了一套基于Unity的原型系统:服务器端从实时渲染的参考视角构建并持续优化3DGS模型,通过全模型快照与增量更新(支持重光照与刚体动力学)将演进中的表征流式传输至远程客户端。客户端本地重建流式高斯模型,并从接收的表征中渲染当前视角。该方法旨在提升延迟补偿的视角灵活性,并通过多用户共享服务器端场景建模来分摊每用户独立渲染与视频流传输的开销。我们描述了系统设计、评估过程,并与传统图像扭曲方法进行了对比。