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:2607. 02721v1 Announce Type: cross Abstract: 3D Gaussian Splatting (3DGS) enables high-quality real-time novel-view synthesis, but practical scenes often contain millions of Gaussians, making compression essential for deployment on limited hardware.
By Waseem Mousa, Alaa Maalouf
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:2607. 05522v1 Announce Type: cross Abstract: 3D Gaussian splatting (3DGS) is a strong representation for real-time novel-view synthesis, but its standard training pipeline relies on point estimates and hand-tuned heuristics, providing no native uncertainty or principled complexity control.
By Gaoxiang Jia, Vikram Appia, Junzhou Huang, Xinlei Wang
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: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