# Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians

arXiv: https://arxiv.org/abs/2403.14166 · HTML: https://mlsanity.com/paper/2403.14166/

## Key facts

- Cited by 213 papers in the map (data through 14 Oct 2026).
- Builds on 28 of its 43 references that are in the map.
- First posted on arXiv 21 Mar 2024.

## Builds on (most cited first, 28 of 28)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [PointNet: Deep Learning on Point Sets for 3D Classification and Segmentation](https://mlsanity.com/paper/1612.00593/) (2016)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation](https://mlsanity.com/paper/2309.16653/) (2023)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Depth-supervised NeRF: Fewer Views and Faster Training for Free](https://mlsanity.com/paper/2107.02791/) (2021)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [RandLA-Net: Efficient Semantic Segmentation of Large-Scale Point Clouds](https://mlsanity.com/paper/1911.11236/) (2019)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians](https://mlsanity.com/paper/2312.02069/) (2023)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [A Survey on 3D Gaussian Splatting](https://mlsanity.com/paper/2401.03890/) (2024)
- [Submanifold Sparse Convolutional Networks](https://mlsanity.com/paper/1706.01307/) (2017)
- [RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS](https://mlsanity.com/paper/2403.13806/) (2024)
- [SampleNet: Differentiable Point Cloud Sampling](https://mlsanity.com/paper/1912.03663/) (2019)
- [Compressing Volumetric Radiance Fields to 1 MB](https://mlsanity.com/paper/2211.16386/) (2022)
- [Masked Wavelet Representation for Compact Neural Radiance Fields](https://mlsanity.com/paper/2212.09069/) (2022)
- [Compressing Explicit Voxel Grid Representations: fast NeRFs become also small](https://mlsanity.com/paper/2210.12782/) (2022)
- [DISTWAR: Fast Differentiable Rendering on Raster-based Rendering Pipelines](https://mlsanity.com/paper/2401.05345/) (2023)
- [TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2401.06003/) (2024)
- [HollowNeRF: Pruning Hashgrid-Based NeRFs with Trainable Collision Mitigation](https://mlsanity.com/paper/2308.10122/) (2023)

## Built on by (most cited first, 30 of 213)

- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting](https://mlsanity.com/paper/2406.10219/) (2024)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering](https://mlsanity.com/paper/2408.07967/) (2024)
- [3D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunities](https://mlsanity.com/paper/2407.17418/) (2024)
- [3DGS.zip: A survey on 3D Gaussian Splatting Compression Methods](https://mlsanity.com/paper/2407.09510/) (2024)
- [HAC++: Towards 100X Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2501.12255/) (2025)
- [LP-3DGS: Learning to Prune 3D Gaussian Splatting](https://mlsanity.com/paper/2405.18784/) (2024)
- [Fast Feedforward 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2410.08017/) (2024)
- [3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt](https://mlsanity.com/paper/2409.12892/) (2024)
- [FastGS: Training 3D Gaussian Splatting in 100 Seconds](https://mlsanity.com/paper/2511.04283/) (2025)
- [MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Masks](https://mlsanity.com/paper/2412.20522/) (2024)
- [DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds](https://mlsanity.com/paper/2503.18402/) (2025)
- [MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction](https://mlsanity.com/paper/2506.24096/) (2025)
- [On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images](https://mlsanity.com/paper/2506.05558/) (2025)
- [GaussianSpa: An "Optimizing-Sparsifying" Simplification Framework for Compact and High-Quality 3D Gaussian Splatting](https://mlsanity.com/paper/2411.06019/) (2024)
- [DropoutGS: Dropping Out Gaussians for Better Sparse-view Rendering](https://mlsanity.com/paper/2504.09491/) (2025)
- [BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View Synthesis](https://mlsanity.com/paper/2411.08508/) (2024)
- [UW-GS: Distractor-Aware 3D Gaussian Splatting for Enhanced Underwater Scene Reconstruction](https://mlsanity.com/paper/2410.01517/) (2024)
- [Lifting by Gaussians: A Simple, Fast and Flexible Method for 3D Instance Segmentation](https://mlsanity.com/paper/2502.00173/) (2025)
- [LinPrim: Linear Primitives for Differentiable Volumetric Rendering](https://mlsanity.com/paper/2501.16312/) (2025)
- [PCGS: Progressive Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2503.08511/) (2025)
- [ELMGS: Enhancing memory and computation scaLability through coMpression for 3D Gaussian Splatting](https://mlsanity.com/paper/2410.23213/) (2024)
- [3DGS2: Near Second-order Converging 3D Gaussian Splatting](https://mlsanity.com/paper/2501.13975/) (2025)
- [Optimized Minimal 3D Gaussian Splatting](https://mlsanity.com/paper/2503.16924/) (2025)
- [iLRM: An Iterative Large 3D Reconstruction Model](https://mlsanity.com/paper/2507.23277/) (2025)
- [A Survey on 3D Gaussian Splatting Applications: Segmentation, Editing, and Generation](https://mlsanity.com/paper/2508.09977/) (2025)
- [Poison-splat: Computation Cost Attack on 3D Gaussian Splatting](https://mlsanity.com/paper/2410.08190/) (2024)
- [Generative Densification: Learning to Densify Gaussians for High-Fidelity Generalizable 3D Reconstruction](https://mlsanity.com/paper/2412.06234/) (2024)
- [VRSplat: Fast and Robust Gaussian Splatting for Virtual Reality](https://mlsanity.com/paper/2505.10144/) (2025)

## Abstract (arXiv)

In this study, we explore the challenge of efficiently representing scenes with a constrained number of Gaussians. Our analysis shifts from traditional graphics and 2D computer vision to the perspective of point clouds, highlighting the inefficient spatial distribution of Gaussian representation as a key limitation in model performance. To address this, we introduce strategies for densification including blur split and depth reinitialization, and simplification through intersection preserving and sampling. These techniques reorganize the spatial positions of the Gaussians, resulting in significant improvements across various datasets and benchmarks in terms of rendering quality, resource consumption, and storage compression. Our Mini-Splatting integrates seamlessly with the original rasterization pipeline, providing a strong baseline for future research in Gaussian-Splatting-based works. hrefhttps://github.com/fatPeter/mini-splattingCode is available.
