ImageNet classification with deep convolutional neural networks
Alex Krizhevsky, Ilya Sutskever et al.
207
Citations
13
Influential Citations
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Venue
2024
Year
3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and realtime rendering; unfortunately, the memory requirements of this method for storing and transmission are unreasonably high. We first analyze the reasons for this, identifying three main areas where storage can be reduced: the number of 3D Gaussian primitives used to represent a scene, the number of coefficients for the spherical harmonics used to represent directional radiance, and the precision required to store Gaussian primitive attributes. We present a solution to each of these issues. First, we propose an efficient, resolution-aware primitive pruning approach, reducing the primitive count by half. Second, we introduce an adaptive adjustment method to choose the number of coefficients used to represent directional radiance for each Gaussian primitive, and finally a codebook-based quantization method, together with a half-float representation for further memory reduction. Taken together, these three components result in a x27 reduction in overall size on disk on the standard datasets we tested, along with a x1.7 speedup in rendering speed. We demonstrate our method on standard datasets and show how our solution results in significantly reduced download times when using the method on a mobile device (see Fig. 1).
3D Gaussian splatting has emerged as a leading method for novel view synthesis, offering state-of-the-art visual quality with fast training and real-time rendering. However, its practical adoption is severely limited by enormous memory requirements—scenes often require gigabytes of storage, making transmission and mobile deployment impractical. This paper directly addresses that bottleneck, achieving a 27x compression without sacrificing quality, which is a critical step toward democratizing high-quality 3D rendering on consumer devices.
The significance is amplified by the method's compatibility with existing 3D Gaussian splatting pipelines. Rather than proposing a fundamentally new representation, the authors introduce three lightweight, plug-and-play techniques that can be applied post-training. This pragmatic approach means the work can be immediately adopted by practitioners, accelerating the path from research to real-world applications like AR/VR, mobile gaming, and remote visualization.
On standard datasets (e.g., Mip-NeRF 360, Tanks and Temples), the combined method achieves a 27x reduction in disk size compared to the original 3D Gaussian splatting. Rendering speed improves by 1.7x due to the reduced primitive count. Visual quality metrics (PSNR, SSIM, LPIPS) remain nearly identical to the uncompressed baseline. The authors also demonstrate practical benefits: download times on a mobile device drop from minutes to seconds, enabling real-time streaming of high-quality 3D scenes.
This work directly addresses the most critical practical limitation of 3D Gaussian splatting—its memory footprint. By enabling efficient storage and transmission, it opens the door to widespread deployment in bandwidth-constrained environments like mobile AR/VR, web-based 3D viewers, and cloud-rendering pipelines. The techniques are general and could inspire similar compression strategies for other point-based or volumetric rendering methods. Moreover, the 1.7x rendering speedup is a welcome side benefit, making real-time applications even more performant. As AI-driven 3D content creation matures, memory-efficient representations like this will be essential for scaling to consumer-grade hardware.
Alex Krizhevsky, Ilya Sutskever et al.
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