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GLoD-LVSM: Learning Geometry-Grounded Continuous-LoD Scene Representations for Large View Synthesis Models
arXiv:2610.20254v1 Announce Type: new Abstract: Large view synthesis models (LVSMs) reconstruct scenes from sparse views and render novel views quickly, but they incur unnecessary storage and renderin
arXiv:2610.20254v1 Announce Type: new Abstract: 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 1.23imes with no quality loss. Under a relaxed quality-loss budget, the reduction increases to 85.5%, with 3.00imes rendering speedup. Further analysis reveals that view-synthesis supervision yields emergent scene depth and self-organized anchors that align with surfaces and adapt their density to local texture complexity. Beyond rendering, we further show that our scene representation also supports scene-semantic understanding, highlighting its potential for broader downstream tasks.
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Source: arXiv cs.CV | 2026-10-15