Apple · Filed Feb 23, 2026 · Published Sep 17, 2026 · verified — real USPTO data

Apple Patents a Method to Reduce Large Immersive 3D Environment File Sizes

Photorealistic 3D scenes captured from the real world can balloon to enormous file sizes, making them slow to load and painful to share. Apple's latest patent takes direct aim at that problem by compressing the data structure those scenes are built from.

A person interacts with a virtual 3D environment, with a headset displaying a scene including a table, a picture, and a plant. Drawing from patent filing US 2026/0278850 A1.
A person interacts with a virtual 3D environment, with a headset displaying a scene including a table, a picture, and a plant.
See all 11 drawings from this filing ↓
Publication number US 2026/0278850 A1
Applicant Apple Inc.
Filing date Feb 23, 2026
Publication date Sep 17, 2026
Inventors Alican Nalci, Kedar Shriram Tatwawadi, Vijayaraghavan Thirumalai, Zhiqi Chen, Dzung T. Hoang, Xiaohua Yang, Van Luong Pham, Oren Rippel, Linfeng Guo, Brandon Allan Morningred, David K. Wong, Dazhong Zhang, Hayden James Barsotti, Jie Hu, Jinbo Qiu, Jingteng Xue, Khaled Mammou, Xingyu Zhang
CPC classification 382/239
Grant likelihood Medium
Examiner CENTRAL, DOCKET (Art Unit OPAP)
Status Docketed New Case - Ready for Examination (Apr 1, 2026)
Parent application Claims priority from a provisional application 63771162 (filed 2025-03-13)
Document 20 claims

What Apple's 3D scene compression actually does for you

Imagine trying to send a friend a photo-real, walk-around-inside-it 3D scan of your living room, only to find it's hundreds of megabytes because every surface, shadow, and texture detail has to be stored separately. That's the situation today with a popular 3D capture format called Gaussian Splats.

Apple's patent covers a compression method designed to reduce those file sizes. A 3D Gaussian Splat (3DGS) scene is stored as a collection of 2D image layers, each one holding a different property of the scene, like color or transparency. The system finds smarter ways to combine and cut down those layers so the 3D result still looks accurate but takes far less space to store and send.

The payoff is that a compressed version of the scene can still be used to generate a full, viewable 3D representation. In other words, you'd see the same scene with a much smaller download behind it.

From the filing · CLAIM 1
obtaining three-dimensional Gaussian Splat (3DGS) data representing at least a portion of an element, wherein the 3DGS data comprises multiple two-dimensional (2D) textures that each represent values for a respective parameter at different 2D positions within the respective 2D texture …

Translation: The system starts with 3D Gaussian Splat data made up of multiple 2D textures.

How Apple packs down the texture layers inside a 3D scene

A 3D Gaussian Splat is a way to represent a real-world scene or object using millions of small, semi-transparent blobs (the "splats") that together recreate how light and surface detail look from any angle. It's increasingly used in spatial computing, AR, and film because it captures photorealistic scenes quickly from video or photos.

The problem is storage. Each 3DGS scene is described by multiple 2D textures (flat image files where each pixel encodes a property, like how shiny a surface is, what color it appears, or how opaque it is). A complex scene might carry dozens of these texture layers, and together they can be very large.

Apple's method applies a compression scheme that produces a "reduced" version of those texture layers. The claim describes generating a compressed version of the 3DGS data that includes a reduction of the multiple 2D textures, meaning fewer or smaller texture files, while still allowing a complete 3D view to be reconstructed from the result.

The patent does not specify a single fixed algorithm; it covers the broader approach of taking the multi-texture structure of 3DGS data and outputting a compressed form that a renderer can still use to display the scene correctly.

From the filing · THE ABSTRACT
… generating a compressed version of the 3DGS data that represents the at least the portion of the element based on a compression scheme, the compressed version of the 3DGS data including a reduction of the multiple 2D textures of the 3DGS data.

Translation: It then shrinks the file by reducing the number of 2D textures.

What smaller 3D files mean for AR and spatial computing

File size is one of the main barriers stopping 3D Gaussian Splat scenes from being used in everyday apps, AR experiences, or streamed to devices like Vision Pro. If Apple can cut those file sizes meaningfully, the same scenes become practical to download over a cellular connection or store on-device without eating storage.

For users, that could eventually mean apps that let you scan a space with your phone and instantly share a photorealistic, explorable 3D version of it, without the recipient waiting a long time for it to load. Apple's track record in spatial computing patents suggests this compression work fits into a wider effort to make spatial scenes practical on hardware Apple already sells.

Apple's 430th filing in our Apple coverage since May adds to a growing set of spatial ideas that includes room-scanning limits and physical-space navigation.

Editorial take

Moving photorealistic 3D scenes across a network or onto a device takes enormous amounts of storage and bandwidth right now, which is why most people have never encountered the format outside a research demo. That bottleneck is not a polish problem; it is the reason the technology has not reached everyday apps or headsets yet.

This patent works directly on that bottleneck by finding ways to shrink the underlying data layers that store all the visual information in these scenes. The scope of the claim is broad, covering the reduction of those layers without locking into one specific method, which suggests Apple is staking out the general territory rather than a single narrow trick.

If the approach holds up, it could be what finally makes this style of 3D capture practical for products people actually use, not just for engineers running experiments on expensive hardware.

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The drawings

11 drawing sheets from US 2026/0278850 A1 · click any drawing to enlarge

Patent filing page

Source. Full patent text and figures from the official USPTO publication PDF.