Compact token sequences are essential for efficient 3D generation. However, existing 3D tokenizers typically organize latent representations either over spatial regions or as fixed-size sets of global tokens, both suffering sharp reconstruction degradation when compressed to extremely low token budgets. In this paper, we present ZipTok3D, a 3D tokenizer designed for high-fidelity reconstruction from extremely short token sequences. Its key idea is to organize object geometry into progressively informative global-token prefixes and unfold these compact representations through iterative decoding. Specifically, nested dropout randomly truncates the latent sequence after encoding during training and requires each retained prefix to reconstruct the complete object, thereby prioritizing essential geometric information in the leading tokens. The decoder then repeatedly applies a parameter-shared Transformer block to recover fine-grained geometry from each prefix without a separate generative sampling stage. With the same token dimension, ZipTok3D achieves reconstruction quality comparable to the 32-token COD-VAE baseline using only one token on ShapeNet and four on TRELLIS, yielding $32\times$ and $8\times$ shorter token sequences, respectively.
Wieland Morgenstern, Friedrich Elias Branschke, Florian Fleischmann +5cs.CV
Scene reconstruction with 3D Gaussian Splatting (3DGS) has become common, however deployment remains painful as the uncompressed file sizes can be massive. Current 3DGS compression systems combine multiple strategies for file size reduction, which can obscure where gains come from and limit component reuse across training pipelines. To make the gains more transparent, we propose KISS-GS, a modular compression pipeline named after the principle of keeping things simple, designed to decouple compression entirely from training. Given a 3DGS scene reconstructed with vanilla 3DGS, we are able to reduce it through compaction by 15.7x using a combination of state-of-the-art pruning schemes. Then we encode it into an image-based format designed for simple, ubiquitous decoding. With the SOG-XT format, we propose a novel extension to Self-Organizing Gaussians with two main contributions: (i) Self-organizing 2D Codebooks and (ii) Parallel Representative Assignment Smoothing (PRAS), which leverages the symmetry of quaternion and scale parameterizations to produce 2D attribute grids more amenable to encoding. This encoding reduces scene size by 6.6x. We show that optional encoding-aware fine-tuning yields a further 2.2x. Across standard 3DGS benchmarks, our simple and modular approach thus achieves a total of 85x to 319x reductions in the size of the scene over uncompressed vanilla 3DGS, setting new benchmarks for real-world scenes and surpassing tightly integrated methods in rate-distortion. Decoding relies solely on web-native image formats, and the modular design makes each stage easy to combine with future advances in reconstruction and compaction. Code and project page: https://fraunhoferhhi.github.io/KISS-GS/
High-fidelity free-viewpoint video (FVV) and interactive rendering increasingly rely on explicit Gaussian representations, yet practical deployment remains constrained by representation size, dynamic updates, and computational cost. Existing multi-view video benchmarks provide valuable real-captured content, but they make it difficult to isolate the effects of controlled camera geometry, representation efficiency, and temporal redundancy. We introduce M$^3$ISR, a controlled synthetic benchmark for 3D and 4D Gaussian Splatting (3DGS/4DGS). The benchmark contains 25 scenes from five indoor and outdoor scene groups, two camera/motion configurations, six synchronized 1080p views, and dense ground-truth annotations including RGB, camera parameters, depth, semantic and instance segmentation, and static--dynamic masks. The shared-center camera design intentionally isolates angular view variation and enables controlled evaluation of novel-view synthesis and representation efficiency. We organize M$^3$ISR into five complementary tracks covering 3DGS synthesis, 4DGS synthesis, 4DGS streaming, 3DGS compression, and 4DGS compression. Representative baseline results show small differences in static reconstruction quality but substantial differences in representation storage, while the evaluated streaming methods exhibit substantially higher reported training or reconstruction cost than the corresponding offline dynamic reconstruction baselines. We further define feedforward compression tasks for 3DGS and 4DGS and provide reference rate--distortion formulations and preliminary baseline evaluations. The benchmark is intended as a controlled and complementary testbed for systematic study of Gaussian-based FVV reconstruction, compression, and streaming.
Vu Trung Nghia Nguyen, Yuchen Wang, Kyung Chul Lee +1eess.IV cs.CV
3D scene representation techniques such as neural radiance fields (NeRFs) and Gaussian splatting have made substantial progress in novel view synthesis, achieving high-quality renderings from arbitrary view angles. More recently, such techniques have been extended to dynamic 3D scenes; however, achieving sustainable online free-viewpoint video (FVV) streaming remains challenging, especially for longer videos, due to significant storage demands of detailed scene representations and high reconstruction/rendering speed needs. To address these challenges, we propose Quantized Anchored Residual Coding Gaussian Streaming (QuARC-GS), a quantization-aware 4D scene optimization framework for online dynamic scene reconstruction that achieves ultra-high compression while maintaining reconstruction speed and quality. QuARC-GS represents a scene using a single canonical frame and highly compressed per-frame residuals. Specifically, we compress each residual through two complementary strategies targeting motion, appearance, and densification. We introduce quantization-aware anchor deformation, which suppresses insignificant motion updates while preserving meaningful deformations, maintaining reconstruction quality under low-storage streaming. Furthermore, we design a change-gated densification strategy that allocates new Gaussians only in regions exhibiting genuine temporal changes, effectively eliminating redundant appearance updates and reducing storage overhead. Extensive experiments on widely used datasets demonstrate that QuARC-GS enables competitive reconstruction quality and training speed while cutting per-frame storage by up to 11$\times$ compared to the state-of-the-art.
Michael R. Martin, Joseph Insley, Victor A. Mateevitsi +2cs.CV cs.AI cs.CE cs.GR cs.LG
Scientific simulations often produce scalar volumes faster than they can be stored, transferred, and loaded, while in situ reduction must use only a limited share of simulation resources. This work encodes scalar fields as anisotropic Gaussian primitives under a fixed budget. The complete primitive set is allocated analytically from local field structure, including position, orientation, and shape, then refined directly against the scalar field without densification, pruning, or count changes. The selected budget determines encoded storage before refinement and, together with the iteration schedule, provides a controllable refinement-time budget. In a controlled benchmark, truncation-aware field evaluation reduces encoding time by up to 51x; 1.4 million Gaussians encode a billion-voxel volume in at most four minutes on one desktop GPU, with reduced-iteration refinement completing in under one minute. Across five datasets spanning 2.1 million to 1.1 billion evaluated voxels, compression-useful configurations achieve 15.0-38.7 dB PSNR at compression ratios from 2.2x to over 40,000x. Pre-encoding structure statistics characterize fields for which one-shot allocation yields limited gains from additional capacity. Because primitives retain scalar attributes rather than baked appearance, a single compact model serves every subsequent visualization state - supporting post-hoc transfer-function, colormap, lighting, and viewpoint changes without re-encoding.
Continuous parameterization of medical data has emerged as a powerful paradigm for resolution-independent image representation. While Implicit Neural Representations offer high fidelity and compact storage, their reliance on global Multi-Layer Perceptrons incurs sizeable computational costs, large memory requirements, and extensive optimization times. As medical imaging trends towards ever-more detailed, high-resolution volumes, these costs impose significant bottlenecks in the applicability of implicit approaches. Recently, explicit Gaussian-based primitives have revolutionized the representation learning paradigm by trading deep network evaluations for localized, rasterization-friendly primitives. In this paper, we present a comprehensive, cross-dimensional evaluation of Gaussian representations against implicit approaches for medical imaging applications. First, we outline a theoretical overview on the mathematical properties offered by explicit primitives beyond what is capable under the implicit neural paradigm. Subsequently, we benchmark the computational performance on two demanding image datasets: 2D microscopy histology and 3D lung Computed Tomography (CT). Our experiments demonstrate that Gaussian representations consistently match or surpass reconstruction metrics compared to implicit methods across all compression factors, while displaying significantly lower optimization times, and memory requirements. Together with the compelling mathematical properties offered by explicit primitives, these findings motivate the wider adoption of Gaussian representations and position them as an attractive direction for future research in medical imaging.
Dense colored LiDAR maps provide accurate city-scale geometry, but lifting them into 3D Gaussian Splatting (3DGS) retains millions of primitives, making the resulting models costly to store, transmit, render, and adapt. Aggressive primitive reduction alleviates this burden, but can remove the local surface support needed for stable novel-view synthesis and downstream geometric use. We introduce G$^2$ARD-GS, a geometry-guided distillation method that converts a dense Gaussian prior instantiated either as a training-free point-cloud lift or a trained GS model into a compact, reusable representation. G$^2$ARD-GS progressively consolidates the prior into surface-aware representatives, then recovers appearance on the resulting fixed topology under construction-time anchor constraints, with no primitives added or removed during recovery. Under limited supervision, geometry-aware view selection allocates the available view budget. On MatrixCity, G$^2$ARD-GS achieves the best PSNR, SSIM, and LPIPS across matched $5\times$--$30\times$ compression budgets, outperforming PUP by $3.2$--$6.8$,dB in PSNR. When reused as frozen geometry, the compact model improves off-trajectory appearance adaptation by $3.7$--$4.9$,dB over PUP 3D-GS and preserves image-to-model registration accuracy on Cambridge KingsCollege at $30\times$ compression. Project page: https://patrick1159.github.io/gardGS-page/.
Seunghyeon Song, Joo Chan Lee, Chanung Park +4cs.CV
Recent advances in 4D Gaussian Splatting (4DGS) enable high-fidelity, real-time spatiotemporal rendering, but expose a fundamental trade-off between motion expressiveness and storage efficiency. While anchor-based designs achieve compactness through anchor-level parameter sharing, their rigid uniform parametrization enforces fixed Neural Gaussian counts and feature budgets per anchor. Consequently, insufficient fidelity is addressed by excessive anchor density, rather than lightweight, targeted increases in Neural Gaussian count or feature capacity, resulting in memory waste. To overcome this rigidity, we introduce an adaptive-capacity anchor-based framework that dynamically allocates the representational capacity based on local spatiotemporal demands. Adaptive Anchor Cardinality varies the number of Neural Gaussians per anchor, concentrating primitives in regions of high geometric or motion complexity while suppressing redundancy. In parallel, Adaptive Anchor Feature Masking modulates anchor-level feature channels, assigning rich features to complex regions and lightweight representations to simpler ones. Experiments on MPEG, Panoptic Sports, and N3DV datasets demonstrate substantial storage reduction without degrading visual quality. Notably, on challenging MPEG sequences with complex motion, our method achieves up to 1.5x higher compression than state-of-the-art anchor-based methods while preserving comparable quality.
3D Gaussian Splatting (3DGS) has become a dominant representation for real-time novel view synthesis (NVS), yet its storage footprint makes compression indispensable for practical deployment. 3DGS training and compression introduce representation-specific distortions such as floating artifacts and surface scattering, which conventional image quality assessment (IQA) metrics fail to capture. Moreover, the independent compression of geometric and color attributes may lead to decoupled dimension-specific distortions that must be diagnosed separately, yet existing metrics report only a single overall score. To address these gaps, we present 3DGS-IEval-15K+, a large-scale, multi-dimensional IQA dataset for compressed 3DGS, comprising 15,200 images from 10 diverse scenes, produced by 6 representative 3DGS algorithms at systematically designed compression levels and rendered from 20 strategically selected viewpoints spanning both training views and challenging novel views, annotated with 45,600 mean opinion scores (MOSs) across overall, geometry, and color quality. Based on 3DGS-IEval-15K+, we propose 3DGSI-Assessor, an all-in-one 3DGS IQA framework that integrates global semantic and dimension-specific local features within a large multimodal model (LMM), predicting all three dimensions in a single forward pass. 3DGSI-Assessor achieves state-of-the-art performance on 3DGS-IEval-15K+, and exhibits competitive generalization on other NVS benchmarks. Dataset and code will be released at https://github.com/YukeXing/3DGSI-Assessor.
We propose Temporally and Spatially Ordered Gaussians (TSOG), a format for efficient representation of 4D Gaussian Splatting (4DGS) content. TSOG extends the Spatially Ordered Gaussians (SOG) framework to the temporal domain by introducing a timeline attribute and temporal parameterization of geometry and appearance attributes. Similar to SOG, TSOG is a lossy format that assigns each Gaussian a unique index and encodes attribute values as index-aligned image data. TSOG is model-agnostic, extensible, and compatible with both discrete and continuous 4DGS representations. Evaluation using a PLYs sequence and FreeTimeGS as baselines, serving as simplistic and state-of-the-art 4DGS representations respectively, shows file size reductions exceeding 90%, with PSNR differences ranging between -0.42 and +0.85 dB. These results demonstrate substantial file size savings with minimal quality degradation, enabling efficient representation, storage, and delivery of dynamic scenes for next-generation 4D content.
We propose importance-aware pruning for diffusion models, a training-free framework that prioritizes preserving parameters critical to semantically salient image regions. To do so, we incorporate spatial importance maps -- derived from conditioning signals or model attention -- into the pruning objective. This produces parameter rankings aligned with perceptual relevance rather than uniform reconstruction error. On MS-COCO dataset, our proposed approach consistently retains subject fidelity and structural correctness at high compression ratios where conventional pruning causes visible degradation. These results demonstrate that content-aware objectives are key to perceptually faithful compression of generative models.
3D Gaussian Splatting (3DGS) and recent compression schemes such as HAC++ enable high-fidelity real-time neural rendering, but their bitstreams are fragile under packet loss during network streaming. Existing compression methods often separate correlated anchor attributes into independent streams, so losing one packet can create attribute-inconsistent broken anchors and severe rendering artifacts. We propose a packet-loss robust 3DGS transmission and error concealment framework. On the encoder side, anchor-level atomic packaging jointly encapsulates all attributes of each anchor, converting corrupted-attribute failures into clean missing-anchor erasures. Stratified random grouping further disperses packet losses across the spatial domain to avoid large contiguous voids. On the decoder side, we formulate recovery as prior-aware attribute inpainting. A Context-Aware Residual Interpolation (CARI) branch uses hash-grid prior predictions and neighboring residuals to build a robust baseline, while a lightweight two-layer graph neural network with cross-attention over hash-grid priors refines high-frequency attribute residuals. Attribute-wise confidence control falls back to interpolation when learned predictions are unreliable. Experiments under 20 percent random packet loss on BungeeNeRF, Mip-NeRF 360, and Tanks and Temples show that the proposed method substantially improves over no-concealment transmission and limits average PSNR degradation to about 3 dB relative to the lossless HAC++ reference.
3D Gaussian Splatting (3DGS) achieves high-fidelity novel view synthesis in real-time; however its training efficiency and representation compactness are hindered by excessive primitive proliferation. To address this challenge, we formulate the structural evolution of 3DGS as a global budget-constrained optimization problem and derive an optimality condition, which requires the marginal utility of structural resources to be balanced across spatial regions under a finite primitive budget. Based on this formulation, we propose SPARE-GS, a general plug-and-play framework that dynamically aligns the distribution of 3D Gaussian primitives with regional representational demand. SPARE-GS estimates capacity-normalized regional demand, assigns adaptive target quotas, and uses regional budget deviations to coordinate densification, pruning and adaptive termination toward a more balanced structural allocation. Extensive experiments across standard, accelerated, and structure-enhanced 3DGS pipelines demonstrate that SPARE-GS reduces the Gaussian count and training time by an average of 30.38% and 23.81%, respectively, while improving the average PSNR. Moreover, the resulting compact representations reduce downstream processing time and improve the rate-distortion performance of diverse compression and pruning methods, demonstrating the broad applicability of global structural budget regulation.
Open-vocabulary 3D scene understanding is commonly achieved by embedding 2D vision-language features such as CLIP into a 3D Gaussian Splatting scene, turning it into a text-queryable semantic field. However, attaching a high-dimensional feature to each of millions of Gaussians inflates a single scene to gigabytes, which makes storage and deployment the real bottleneck of these fields. Existing compact methods each learn and ship a per-scene codec, an autoencoder, a quantized codebook, or a distilled feature field, entangling field construction with field storage and never compressing the per-Gaussian assignment that holds the bulk of the cost. We argue that construction and storage should be decoupled, and that storage is a rate-distortion problem over the per-Gaussian binding to a small anchor table, a structure no prior open-vocabulary method compresses. We present CoSAG, which constructs the field without any per-scene training through a closed-form transmittance-weighted lift, spatially grounded semantic anchors, and multi-view denoising, and stores it with a spatially predictive entropy coder that ships no decoder. Because the anchors are spatially grounded, the binding is predictable and therefore highly compressible. The transmittance-weighted lift and multi-view denoising yield a clean, view-consistent assignment, so the entropy coder spends almost no rate on correcting noise and instead codes only the residual against its spatial prediction. CoSAG reaches sub-megabyte storage while matching or exceeding the state of the art across the 2D-rendered, 3D-selection, and dense-LSeg protocols, reducing field size by 37 to 76x relative to LangSplatV2 at higher accuracy.
Yongseong Park, Joeun Kim, HoEun Kim +1cs.CV cs.IT
Real-image diffusion inversion is governed by a tight quality-cost trade-off, with costs incurred in computation, storage, or per-image optimization. We study this trade-off through the forward Gaussian noise anchor that defines a diffusion trajectory and isolate two mechanisms behind effective stored-noise inversion. First, diffusion noise exhibits an element-wise compression asymmetry: int8 full-dimensional anchors preserve reconstruction, whereas low-dimensional subspace summaries are much less reliable, often collapsing even at comparable or smaller payloads; the element-wise over subspace ordering persists across five stored-noise inversion methods. Second, inversion is trajectory-bound and score-prior coupled: the matched forward anchor and a trained score network are both necessary, arguing against a purely algebraic-identity explanation. Together, these findings specify what to store and how to use it. They lead to Noise-Anchored Reverse Correction (NARC), a training-free inversion primitive that stores a single int8 latent anchor and reuses it with a fixed, noise-level-dependent anchor-weight schedule: strong anchoring when the reverse trajectory is noise-dominated, then relaxed anchoring as image detail emerges. On PIE-Bench++ with Stable Diffusion 1.5, NARC outperforms five modern non-exact baselines and improves PSNR by +3.24 dB over PnP DirectInv while using about 400x less inversion storage than PnP DirectInv. The compression asymmetry, anchor specificity, and editing plug-in also transfer to SDXL 1024^2.
3D Gaussian Splatting (3DGS) enables high-quality real-time novel-view synthesis, but practical scenes often contain millions of Gaussians, making compression essential for deployment on limited hardware. Existing reduction methods are effective but mostly heuristic: they provide no multiplicative approximation guarantee for the rendered objective, and thus rely heavily on costly post-pruning finetuning to recover quality. We ask a basic question: can a 3DGS scene be provably replaced by a much smaller weighted subset (coreset) while preserving the objective of interest? We first show that, in the unrestricted setting, no non-trivial multiplicative 3DGS coreset exists. We then show that multiplicative guarantees are not impossible, but resolution-dependent. For a prescribed rendering resolution, such as representative views or grids of views/rays, we provide the first weighted coreset construction theorem for 3DGS. The construction samples Gaussians by sensitivity: provable importance scores measuring each Gaussian's role in the full-scene objective. Finally, under explicit validity and log-transmittance stability assumptions, we turn this objective guarantee into a rendering guarantee. Empirically, our method is strongest where deployment needs it most: aggressive compression with no or minimal recovery compute. In prune-only and very short finetuning regimes, it achieves state-of-the-art performance, showing that principled importance estimation can be both theoretically meaningful and practically useful. Open-source code is available at https://github.com/waseem-m/3dgs_provable_coresets.
Video tokenization is fundamental to scalable video generation, as the number of tokens directly determines the computational cost and the length of videos that can be modeled. Existing tokenizers mainly improve scalability by compressing videos into fewer tokens, but they often continue to represent persistent content, such as static backgrounds and consistent object appearances, repeatedly across frames and chunks. In this paper, we propose \textbf{TivTok} (\textit{Time-Invariant Tokenizer}), a reuse-aware video tokenizer that makes persistent information reusable across time. TivTok represents a clip with Time-Invariant (TIV) tokens that encode information shared across frames and Time-Variant (TV) tokens that encode frame-specific residuals. To obtain this factorization, we introduce Scope-Induced Factorization (SIF), which assigns different attention scopes to the two token groups: TIV tokens attend to the full clip, whereas each TV token only accesses its corresponding frame together with the TIV tokens. In the decoder, Invariant Broadcasting (IB) reuses the same TIV tokens across frames and chunks for parallel reconstruction and long-video tokenization. Experiments show that TivTok achieves an rFVD of 12.65 on the standard $16{\times}256{\times}256$ benchmark and improves compression efficiency by 2.91$\times$ for 128-frame videos compared with the evaluated baselines, while using only 1.1\% of the tokens required by downsample-based tokenizers in our evaluation.
Streaming 3D Gaussian Splatting requires highly scalable, progressive representations. Existing progressive methods rely on \textit{discrete layering}, accumulating separate splat sets for each level of detail. This structural independence between layers inherently leads to error accumulation, severe splat redundancy, and uncontrolled quality transitions. We propose EvoGS, the first \textit{continuous-layering} representation. Organized as an Evolution Tree, EvoGS generates finer details via an explicit, wavelet-inspired parent-child refinement. This empowers child nodes to structurally correct ancestral errors, yield inherently sparse and highly compressible inter-layer signals. Extensive experiments show EvoGS eliminates splat redundancy from over 65\% to under 25\%. Compared to state-of-the-art baselines, it reduces transmission payload and GPU VRAM footprint by up to 2.4$\times$ and 5.5$\times$, respectively, and achieves smooth quality transitions optimal for real-time adaptive streaming. Project page: https://yuang-ian.github.io/evogs/
Kevin Dave, Sai Aditya Patkuri, Chhaya Kumar Das +3cs.CV
Adaptive video tokenisation seeks to dynamically allocate token budgets based on the underlying visual complexity of a sequence. Current continuous-regime approaches achieve this via iterative binarised searches or trained neural regressors, while discrete methods often require a full-rate decoder pass to estimate information content. We demonstrate that such computational overheads are not strictly necessary. We show that the latent space of a frozen continuous video tokeniser inherently encodes temporal redundancy that can be exploited directly: spatial positions whose latent representations change minimally between consecutive frames carry near-zero additional information. We introduce a parameter-free adaptive token allocation mechanism that applies a fixed threshold to per-position temporal-L1 differences, identifying and dropping redundant latent positions. Consequently, the compression rate emerges naturally from the input content rather than being enforced top-down: static scenes get compressed aggressively, while highly dynamic sequences retain more tokens. To reconstruct the dropped positions, we propose the Latent Inpainting Transformer (LIT), a lightweight factorised spatial-temporal attention architecture. The resulting inference pipeline is highly efficient, requiring only a single encoder pass and one LIT forward pass, eliminating the need for auxiliary routing networks. Evaluations across TokenBench and DAVIS, which are the standard benchmarks used by recent tokenisers~\cite{infotok, agarwal2025cosmos}, indicate that our framework yields meaningful, content-driven token allocation while maintaining competitive reconstruction fidelity, and delivers a $31\times$ inference-time speedup over the continuous adaptive baseline (ElasticTok-CV) and an $\approx2\times$ speedup over the discrete information-theoretic baseline (InfoTok).
Rajrup Ghosh, Haodong Wang, Haoran Hong +6cs.MM cs.CV cs.GR cs.NI
Dynamic 3D Gaussian Splatting (3DGS) holds great promise as a 3D video streaming technology since it can represent complex 3D scenes with high fidelity. In this approach, every frame in a 3D video represents the environment as a collection of Gaussians with position and other attributes such as scale, rotation, opacity, and color. Frames capture fine details, permit views from any arbitrary perspective, but are an order of magnitude, or more, larger than 2D video frames. A line of recent work has explored how to compress dynamic 3DGS frames, but these approaches are often slow, in part because their compression techniques are not amenable to efficient acceleration. GS-NFS accelerates dynamic 3DGS compression and decompression on a GPU, to the point where it can encode and decode at full frame rate. It achieves this by developing novel GPU-based parallelizations of existing algorithms for encoding both positions and attributes of Gaussians. As a result, it is 1-2 orders of magnitude faster than the state-of-the-art in encoding and decoding a frame, while offering competitive compression performance and rendering quality.
While 3D Gaussian Splatting has shown promising results in street scene reconstruction, existing methods require massive numbers of Gaussian primitives to capture fine details, leading to prohibitive storage costs and slow rendering speeds. We observe that dynamic objects (e.g., vehicles and pedestrians) demand high-fidelity representations to maintain temporal consistency, while static background regions often contain substantial redundancy. Motivated by this, we propose SparseStreet, a general compression framework specifically designed for street scenes. First, we introduce a node-based learnable pruning strategy that systematically removes low-contributing Gaussian primitives while preserving visually critical regions. Second, after the scene representation stabilizes, we apply background compression, further reducing redundancy in static regions. Our method effectively preserves the geometry and appearance of dynamic objects while significantly reducing the total number of Gaussian primitives. Extensive experiments on the Waymo and nuScenes demonstrate that SparseStreet achieves up to 80% compression ratio with minimal quality degradation, enabling resource-efficient, high-fidelity dynamic scene reconstruction. Project website: https://sparsestreet.github.io/.