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online gaming studios

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MoQSplat improves streaming of 3D scenes with adaptive network transport

MoQSplat: Adaptive Progressive Streaming of 3D Gaussian Splatting via MoQ

Abstract: 3D Gaussian Splatting (3DGS) enables photorealistic novel view synthesis, but transmitting gigabyte-scale scene data remains challenging for immersive applications. Traditional HTTP Adaptive Streaming over TCP introduces Head-of-Line (HOL) blocking and coarse segmenting ill-suited to fine-grained 3DGS delivery. We propose MoQSplat, which maps 3DGS content onto the Media over QUIC (MoQ) transport hierarchy. MoQSplat partitions scenes into spatial Tracks, clusters splats into semantically coherent Groups, and constructs progressive-quality Subgroups mapped to independent QUIC streams to eliminate connection-level HOL blocking. Using a stateless, subscriber-driven adaptation loop, clients dynamically request spatial regions and quality tiers based on six degrees of freedom (6-DoF) frustum visibility, distance, and foveal alignment. We evaluate the core components on a prototype implementation, showing that opacity-based pruning outperforms scale-based pruning for progressive delivery. The source code is available at https://github.com/emanuele-artioli/MoQSplat.

Wed 16 SeptMultimediaGraphicsNetworking and Internet Architecture
The gist
3D Gaussian Splatting can create very realistic 3D images but sending such huge 3D data over the internet is slow and clunky. The authors designed MoQSplat, a way to send smaller parts of the 3D scene through a better internet transport called Media over QUIC, which avoids common delays and lets users see the parts they're looking at in high quality first. The system automatically adjusts what data to send based on where and how users look around, improving speed and experience. They also tested different methods for sending parts of the 3D data progressively and found some ways work better than others.
Open → 2609.18624v1