Samsung · Filed Apr 16, 2026 · Published Oct 22, 2026

Samsung Files Patent to Ship 3D Scenes Inside Ordinary Video Files

A single 3D scan of a room can weigh more than 1.6 GB before any compression. Samsung's filing sends it through the same video tools your phone already uses.

Connected devices including a virtual reality headset and phones receive streamed three-dimensional visual data over wireless networks. Drawing from patent filing US 2026/0330694 A1.
Connected devices including a virtual reality headset and phones receive streamed three-dimensional visual data over wireless networks.
See all 13 drawings from this filing ↓
Publication number US 2026/0330694 A1 US20260330694A1
Applicant Samsung Electronics Co., Ltd.
Filing date Apr 16, 2026
Publication date Oct 22, 2026
Inventors Madhukar Budagavi, Rajan Laxman Joshi
US classification 375/240.01
Status when we published Waiting for an examiner (Jun 2, 2026)
Parent application Claims priority from a provisional application 63792818 (filed 2025-04-22)
Document 20 claims

What Samsung's 3D-scan-as-video patent does

Ever tried to email a video and been told the file is too big? A 3D scan of a room, the kind you can look around in from any angle, is far bigger. The filing says one scene made of 7 million tiny fuzzy blobs of color (called Gaussian splats) can take up about 1.65 GB.

Samsung's fix is to hide that 3D data inside something devices already know how to shrink: ordinary video. The patent converts the scene's measurements into whole numbers, lays them out like pixels in video frames, and lets a standard video compressor do the squeezing.

On the receiving end, your device decodes the video, pulls the numbers back out, and rebuilds the 3D scene so you can look around in it. The pitch is that nobody needs special hardware just to compress 3D.

From the filing · CLAIM 1
decode the compressed bitstream using a video decoder; retrieve the 3DGS data from raw patches included in a plurality of video frames of the decoded compressed bitstream …

Translation: It unpacks 3D scene data hidden inside regular video frames using standard video tools.

How splat numbers get packed into video frames

Each splat is a fuzzy 3D blob described by 59 numbers: 3 for position, 3 for size, 4 for rotation, 1 for transparency, 3 for base color, and 45 spherical harmonic values (numbers that describe how the color shifts with viewing angle). Stored as 32-bit decimals, that adds up to 236 bytes per splat.

The patent shrinks this in a few steps:

  • Convert decimals to integers. Each coordinate's range is chopped into buckets (the filing's example uses 1024, or 2 to the power of 10), and every value gets the whole number for its bucket.
  • Pack into video frames. It borrows V-PCC (Video-based Point Cloud Compression, an existing standard) and its "raw patches," regions of a frame that hold data directly. A geometry frame holds x, y and z positions. Separate attribute frames hold scale, rotation, transparency, color and the lighting values.
  • Compress with a normal video encoder and send the stream.

The filing also describes splitting 3D space into cubes, with one patch per cube, so each position fits the video's bit depth. And it drops the occupancy map (a mask marking which pixels hold real data), since the decoder can assume every pixel is valid.

The claims cover the receiving device, the matching method, and the sending device.

From the filing · THE ABSTRACT
… the 3DGS data is included as integer values converted from original floating point values …

Translation: The system packs 3D graphics information into standard numbers so regular video players can handle it.

What video-style 3D scans mean for your devices

If 3D scenes can ride through standard video pipelines, sharing a walk-around scan of a room or object could start to feel like sharing a clip. The filing lists phones, tablets, TVs and headsets as devices that could receive the stream, and it notes that compressing 3D normally takes specialized hardware. Reusing video decoders already in your devices would lower that barrier.

It also fits where 3D content is going. The filing points out that moving 3D scenes can run at 60 frames per second or more, which multiplies the data problem. A packing scheme that works with existing video tools gives engineers a ready path to compress it.

Samsung's 1521st filing we've tracked since May in our Samsung coverage follows applications like completing cropped people and matching furniture lighting.

Editorial take

Claim 1 covers any device that receives a compressed stream, decodes it with a video decoder, pulls splat data out of frames, and rebuilds the scene. The only technical anchor in the claim is that the numbers must arrive as whole numbers converted from decimals. No specific codec, bit depth, or frame count is required.

That breadth matters in practice. Anyone shipping 3D scene data through ordinary video hardware, whether in a headset, a phone, or a streaming box, would fall inside this claim if granted.

The detailed choices, how the data is arranged, how color and lighting are packed, sit in the dependent claims and offer Samsung narrower fallback positions. But the main claim is what an examiner would push on first, and its width is the whole argument.

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The drawings

13 drawing sheets from US 2026/0330694 A1 · click any drawing to enlarge

Devices and servers streaming immersive 3D scenes over networks, drawing sheet 1 from US 2026/0330694 A1
Sheet 1 Devices and servers streaming immersive 3D scenes over networks
Computer parts inside a server that processes the media, drawing sheet 2 from US 2026/0330694 A1
Sheet 2 Computer parts inside a server that processes the media
Internal parts of a phone or headset playing the content, drawing sheet 3 from US 2026/0330694 A1
Sheet 3 Internal parts of a phone or headset playing the content
Converting fractional math values into standard digital numbers, drawing sheet 4 from US 2026/0330694 A1
Sheet 4 Converting fractional math values into standard digital numbers
Storing 3D position coordinates inside ordinary video frames, drawing sheet 5 from US 2026/0330694 A1
Sheet 5 Storing 3D position coordinates inside ordinary video frames
Packing multiple blocks of 3D coordinates into a single frame, drawing sheet 6 from US 2026/0330694 A1
Sheet 6 Packing multiple blocks of 3D coordinates into a single frame
Arranging object size details inside a standard video frame, drawing sheet 7 from US 2026/0330694 A1
Sheet 7 Arranging object size details inside a standard video frame
Fitting 3D rotation angles into a video frame layout, drawing sheet 8 from US 2026/0330694 A1
Sheet 8 Fitting 3D rotation angles into a video frame layout
Show the other 5 sheets
Storing 3D transparency details directly inside standard video frames, drawing sheet 9 from US 2026/0330694 A1
Sheet 9 Storing 3D transparency details directly inside standard video frames
Packing color values for 3D objects into ordinary video frames, drawing sheet 10 from US 2026/0330694 A1
Sheet 10 Packing color values for 3D objects into ordinary video frames
Fitting complex lighting and reflection values into a video frame, drawing sheet 11 from US 2026/0330694 A1
Sheet 11 Fitting complex lighting and reflection values into a video frame
Compressing a whole 3D world into video, drawing sheet 12 from US 2026/0330694 A1
Sheet 12 Compressing a whole 3D world into video
How your phone rebuilds the 3D scene, drawing sheet 13 from US 2026/0330694 A1
Sheet 13 How your phone rebuilds the 3D scene
Browse all the drawings 13 drawing sheets
Patent filing page

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