arXiv Computer Vision

Budgeted-GS: Real-Time Large-Scale Gaussian Splatting via Factoring LOD

Budgeted-GS is a post‑hoc technique that transforms any trained 3D Gaussian Splatting model into a factoring tree—a multi‑resolution hierarchy of moment‑matched aggregates. After a brief construction pass, a single quality parameter selects the appropriate level of detail for each view, allowing the same city‑scale model to run in real time on GPUs with varying memory capacities. The method also informs budget‑centered training, enabling models to be built directly at the necessary size and avoiding wasted optimization of later discarded primitives.

arXiv Computer Vision
Sep 28

Gauss What You Need: Compact Gaussian Splatting Across Scene Scales

Gauss What You Need: Compact Gaussian Splatting Across Scene Scales introduces TangoGS, a method that automatically selects the number of Gaussian primitives for 3D Gaussian Splatting by combining capture-derived model sizing with training-based adaptation. The approach first estimates a learning allowance based on the capture’s total pixels, then adjusts the number of Gaussians during training according to reconstruction quality. On standard benchmarks, TangoGS matches the best baseline’s PSNR while using 48% fewer Gaussians, and on larger captures it scales automatically to achieve the highest mean PSNR with 2.3× more Gaussians.

By Afif Boudaoud, Jiayi Liu, Alexandru Calotoiu, Torsten Hoefler
arXiv Computer Vision
2d ago

Efficient Confidence-Aware Densification for 3DGS

Efficient Confidence-Aware Densification for 3DGS proposes a new densification strategy for 3D Gaussian Splatting that replaces opacity-based sampling with error-driven placement of primitives. The method keeps a fixed primitive budget and places new primitives where image error and low learned confidence are highest, relocating under-contributing primitives accordingly. Across 24 scenes, it outperforms existing fixed-budget methods—including 3DGS-MCMC, ConeGS, and EDGS—in PSNR, SSIM, and LPIPS at budgets from 100k to 2M primitives, and can also leverage prior-based initialization to match or exceed prior methods.

By Manuel Hofer, Thomas K\"ohler, Felix Windisch, Bernhard Kerbl, Markus Steinberger, Lukas Radl
Hugging Face Trending Papers
Aug 6

G$^2$ARD-GS: Geometry-Guided Anchor-Regularized Gaussian Splatting Distillation

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.

arXiv AI
Sep 10

From Splats to Silicon: Rethinking Computational Efficiency of 3DGS

arXiv:2609.06157v1 Announce Type: cross Abstract: 3D Gaussian splatting (3DGS) represents scenes with explicit primitives and supports real-time novel-view synthesis, yet its system efficiency varies...

By Minnan Pei, Qiwei Dong, Yihan Zhou, Gang Li, Yuchen Zhu, Wenju Zhao, Zhongtian Long, Siting Wang, Peisong Wang, Jian Cheng
Hugging Face Trending Papers
Aug 3

StreamSplat: Streaming Feed-Forward 3D Gaussian Splatting

Feed-forward 3D Gaussian Splatting enables efficient novel-view synthesis without per-scene optimization, but most existing methods assume a fixed set of context views and process them jointly. This limits their applicability to online scenarios where calibrated views arrive sequentially and the scene must be updated causally.

arXiv Computer Vision
Aug 28

KISS-GS: 3D Gaussian Splatting Compression Kept Simple

KISS-GS is a modular compression pipeline for 3D Gaussian Splatting (3DGS) scenes that separates compression from training. It first compacts a vanilla 3DGS scene by 15.7× using state‑of‑the‑art pruning, then encodes the result into the SOG‑XT image‑based format, achieving an additional 6.6× reduction. Optional encoding‑aware fine‑tuning can further cut the size by 2.2×, yielding total reductions of 85× to 319× on standard benchmarks while enabling web‑native decoding.

By Wieland Morgenstern, Friedrich Elias Branschke, Florian Fleischmann, Adrian Szatmari, Paul Schlack, Florian Barthel, Peter Eisert, Anna Hilsmann
arXiv Computer Vision
Aug 28

ReSplat: Learning Recurrent Gaussian Splatting

ReSplat introduces a recurrent Gaussian splatting model that iteratively refines 3D Gaussians using the rendering error as a feedback signal, avoiding explicit gradient computation. The method starts from a compact reconstruction in a subsampled space, producing far fewer Gaussians than prior per‑pixel models, which reduces computational cost. Experiments on multiple datasets, view counts, and resolutions show state‑of‑the‑art performance with faster rendering speeds.

By Haofei Xu, Daniel Barath, Andreas Geiger, Marc Pollefeys