# Spectrally Pruned Gaussian Fields with Neural Compensation

arXiv: https://arxiv.org/abs/2405.00676 · HTML: https://mlsanity.com/paper/2405.00676/

## Key facts

- Cited by 33 papers in the map (data through 14 Oct 2026).
- Builds on 28 of its 70 references that are in the map.
- First posted on arXiv 1 May 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)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [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)
- [ORB-SLAM2: an Open-Source SLAM System for Monocular, Stereo and RGB-D Cameras](https://mlsanity.com/paper/1610.06475/) (2016)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [Graph Signal Processing: Overview, Challenges and Applications](https://mlsanity.com/paper/1712.00468/) (2017)
- [GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting](https://mlsanity.com/paper/2311.14521/) (2023)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [PointAvatar: Deformable Point-based Head Avatars from Videos](https://mlsanity.com/paper/2212.08377/) (2022)
- [MARS: An Instance-aware, Modular and Realistic Simulator for Autonomous Driving](https://mlsanity.com/paper/2307.15058/) (2023)
- [Point-SLAM: Dense Neural Point Cloud-based SLAM](https://mlsanity.com/paper/2304.04278/) (2023)
- [SyncTalk: The Devil is in the Synchronization for Talking Head Synthesis](https://mlsanity.com/paper/2311.17590/) (2023)
- [Discrete Signal Processing on Graphs: Frequency Analysis](https://mlsanity.com/paper/1307.0468/) (2013)
- [Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra](https://mlsanity.com/paper/2304.09987/) (2023)
- [Urban Radiance Field Representation with Deformable Neural Mesh Primitives](https://mlsanity.com/paper/2307.10776/) (2023)
- [R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package](https://mlsanity.com/paper/2109.07982/) (2021)
- [PAD: A Dataset and Benchmark for Pose-agnostic Anomaly Detection](https://mlsanity.com/paper/2310.07716/) (2023)
- [Deformable 3D Gaussian Splatting for Animatable Human Avatars](https://mlsanity.com/paper/2312.15059/) (2023)
- [SA-GS: Scale-Adaptive Gaussian Splatting for Training-Free Anti-Aliasing](https://mlsanity.com/paper/2403.19615/) (2024)
- [Discrete Signal Processing on Graphs: Sampling Theory](https://mlsanity.com/paper/1503.05432/) (2015)
- [Strivec: Sparse Tri-Vector Radiance Fields](https://mlsanity.com/paper/2307.13226/) (2023)
- [Fast Resampling of 3D Point Clouds via Graphs](https://mlsanity.com/paper/1702.06397/) (2017)
- [LATITUDE: Robotic Global Localization with Truncated Dynamic Low-pass Filter in City-scale NeRF](https://mlsanity.com/paper/2209.08498/) (2022)
- [TriVol: Point Cloud Rendering via Triple Volumes](https://mlsanity.com/paper/2303.16485/) (2023)
- [Random sampling of bandlimited signals on graphs](https://mlsanity.com/paper/1511.05118/) (2015)
- [Song Recommendation with Non-Negative Matrix Factorization and Graph Total Variation](https://mlsanity.com/paper/1601.01892/) (2016)
- [Chebyshev and Conjugate Gradient Filters for Graph Image Denoising](https://mlsanity.com/paper/1509.01624/) (2015)

## Built on by (most cited first, 30 of 33)

- [ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Model](https://mlsanity.com/paper/2405.20721/) (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)
- [Fast Feedforward 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2410.08017/) (2024)
- [Instant Gaussian Stream: Fast and Generalizable Streaming of Dynamic Scene Reconstruction via Gaussian Splatting](https://mlsanity.com/paper/2503.16979/) (2025)
- [GaussianSpa: An "Optimizing-Sparsifying" Simplification Framework for Compact and High-Quality 3D Gaussian Splatting](https://mlsanity.com/paper/2411.06019/) (2024)
- [PCGS: Progressive Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2503.08511/) (2025)
- [Drone-assisted Road Gaussian Splatting with Cross-view Uncertainty](https://mlsanity.com/paper/2408.15242/) (2024)
- [GaussianArt: Unified Modeling of Geometry and Motion for Articulated Objects](https://mlsanity.com/paper/2508.14891/) (2025)
- [SceneSplat++: A Large Dataset and Comprehensive Benchmark for Language Gaussian Splatting](https://mlsanity.com/paper/2506.08710/) (2025)
- [MonoGSDF: Exploring Monocular Geometric Cues for Gaussian Splatting-Guided Implicit Surface Reconstruction](https://mlsanity.com/paper/2411.16898/) (2024)
- [CRUISE: Cooperative Reconstruction and Editing in V2X Scenarios using Gaussian Splatting](https://mlsanity.com/paper/2507.18473/) (2025)
- [GS-Occ3D: Scaling Vision-only Occupancy Reconstruction with Gaussian Splatting](https://mlsanity.com/paper/2507.19451/) (2025)
- [Light4GS: Lightweight Compact 4D Gaussian Splatting Generation via Context Model](https://mlsanity.com/paper/2503.13948/) (2025)
- [RGM: Reconstructing High-fidelity 3D Car Assets with Relightable 3D-GS Generative Model from a Single Image](https://mlsanity.com/paper/2410.08181/) (2024)
- [Normal-GS: 3D Gaussian Splatting with Normal-Involved Rendering](https://mlsanity.com/paper/2410.20593/) (2024)
- [SizeGS: Size-aware Compression of 3D Gaussian Splatting via Mixed Integer Programming](https://mlsanity.com/paper/2412.05808/) (2024)
- [Topology-Aware 3D Gaussian Splatting: Leveraging Persistent Homology for Optimized Structural Integrity](https://mlsanity.com/paper/2412.16619/) (2024)
- [SurfaceSplat: Connecting Surface Reconstruction and Gaussian Splatting](https://mlsanity.com/paper/2507.15602/) (2025)
- [VA-GS: Enhancing the Geometric Representation of Gaussian Splatting via View Alignment](https://mlsanity.com/paper/2510.11473/) (2025)
- [Feed-Forward 3D Gaussian Splatting Compression with Long-Context Modeling](https://mlsanity.com/paper/2512.00877/) (2025)
- [From Rays to Projections: Better Inputs for Feed-Forward View Synthesis](https://mlsanity.com/paper/2601.05116/) (2026)
- [CityLoc: 6DoF Pose Distributional Localization for Text Descriptions in Large-Scale Scenes with Gaussian Representation](https://mlsanity.com/paper/2501.08982/) (2025)
- [TTT-Parkour: Rapid Test-Time Training for Perceptive Robot Parkour](https://mlsanity.com/paper/2602.02331/) (2026)
- [Recollection from Pensieve: Novel View Synthesis via Learning from Uncalibrated Videos](https://mlsanity.com/paper/2505.13440/) (2025)
- [UniGS: Unified Geometry-Aware Gaussian Splatting for Multimodal Rendering](https://mlsanity.com/paper/2510.12174/) (2025)
- [Alias-free 4D Gaussian Splatting](https://mlsanity.com/paper/2511.18367/) (2025)
- [F4Splat: Feed-Forward Predictive Densification for Feed-Forward 3D Gaussian Splatting](https://mlsanity.com/paper/2603.21304/) (2026)
- [Splaxel: Efficient Distributed Training of 3D Gaussian Splatting for Large-scale Scene Reconstruction via Pixel-level Communication](https://mlsanity.com/paper/2606.18588/) (2026)
- [HGC-Avatar: Hierarchical Gaussian Compression for Streamable Dynamic 3D Avatars](https://mlsanity.com/paper/2510.16463/) (2025)

## Abstract (arXiv)

Recently, 3D Gaussian Splatting, as a novel 3D representation, has garnered attention for its fast rendering speed and high rendering quality. However, this comes with high memory consumption, e.g., a well-trained Gaussian field may utilize three million Gaussian primitives and over 700 MB of memory. We credit this high memory footprint to the lack of consideration for the relationship between primitives. In this paper, we propose a memory-efficient Gaussian field named SUNDAE with spectral pruning and neural compensation. On one hand, we construct a graph on the set of Gaussian primitives to model their relationship and design a spectral down-sampling module to prune out primitives while preserving desired signals. On the other hand, to compensate for the quality loss of pruning Gaussians, we exploit a lightweight neural network head to mix splatted features, which effectively compensates for quality losses while capturing the relationship between primitives in its weights. We demonstrate the performance of SUNDAE with extensive results. For example, SUNDAE can achieve 26.80 PSNR at 145 FPS using 104 MB memory while the vanilla Gaussian splatting algorithm achieves 25.60 PSNR at 160 FPS using 523 MB memory, on the Mip-NeRF360 dataset. Codes are publicly available at https://runyiyang.github.io/projects/SUNDAE/.
