arXiv Computer Vision

TileSkipper: Region-Adaptive Tile Pruning for 3D Gaussian Splatting

TileSkipper introduces a region‑adaptive tile pruning strategy for 3D Gaussian splatting rasterizers, assigning a static per‑Gaussian contribution cutoff policy that is calibrated on a frozen checkpoint. The method partitions Gaussians into 64 groups, uses a single‑byte policy per Gaussian, and requires no runtime updates or additional kernels. Across 13 benchmark scenes, TileSkipper achieves up to 1.238× speedups with negligible PSNR loss, and integrates with existing opacity‑aware bounds for further compiler‑only gains.

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
arXiv Computer Vision
Oct 5

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.

By Haipeng Wang
arXiv Computer Vision
2d ago

SplatQ: Interaction-Aware Pruning of 3D Gaussian Splatting via Quadratic Selection

SplatQ introduces a combinatorial pruning algorithm for 3D Gaussian Splatting that coordinates regional budget allocation and joint Gaussian selection under a fixed budget. The method partitions Gaussians into spatially and appearance‑similar blocks, smooths block retention quotas to avoid budget concentration, and builds a quadratic approximation of joint deletion effects using pixel color responses. Solving the resulting QUBO with simulated annealing or a coherent Ising machine, SplatQ achieves superior reconstruction quality, spatial balance, and rendering speed across five benchmarks compared to existing pruning techniques.

By Hongbin Ye, Haixu Liu, Shenwei Kang, Wenxiu Wei, Tinglan Wang, Hongdong Zhu, Fan Tang, Qi Gao, Yin Ma, Kai Wen, Hai Wei, Nuo Qian, Wei-Shi Zheng, Shaobo Chen, Fa-Ting Hong, Jingke Meng