GLoD-LVSM: Learning Geometry-Grounded Continuous-LoD Scene Representations for Large View Synthesis Models
Large view synthesis models (LVSMs) reconstruct scenes from sparse views and render novel views quickly, but they incur unnecessary storage and rendering costs due to token redundancy. We present GLoD-LVSM, a compact, geometry-grounded scene representation for LVSMs with continuous levels of detail. First, instead of learning a fixed set of scene anchor initializations, GLoD-LVSM learns a continuous field that initializes a flexible number of anchors to match the desired budget. A condenser then aggregates scene information into these anchors, with both the field and condenser trained end-to-end. Second, the condenser infers reference-token and anchor geometry to guide compression through geometry-grounded attention, improving rendering quality and enabling frustum culling during decoding. Compared with existing LVSM scene-compression baselines, GLoD-LVSM achieves the best trade-off between rendering quality and scene token count. Compared with the uncompressed base model, GLoD-LVSM reduces the scene-token count by 33.4% and accelerates rendering by $1.23\times$ with no quality loss. Under a relaxed quality-loss budget, the reduction increases to 85.5%, with $3.00\times$…
- arXiv
- 2610.20254
- Authors
- Weikai Lin, Nicholas Milef, Carl S Marshall, Grant Kaijuin Yang, Todd Keeler and 1 more
- Categories
- cs.CV · cs.GR