SafeguardGS: 3D Gaussian Primitive Pruning While Avoiding Catastrophic Scene Destruction
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Abstract (arXiv)
3D Gaussian Splatting (3DGS) has made significant strides in novel view synthesis. However, its suboptimal densification process results in the excessively large number of Gaussian primitives, which impacts frame-per-second and increases memory usage, making it unsuitable for low-end devices. To address this issue, many follow-up studies have proposed various pruning techniques with score functions designed to identify and remove less important primitives. Nonetheless, a comprehensive discussion of their effectiveness and implications across all techniques is missing. In this paper, we are the first to categorize 3DGS pruning techniques into two types: Scene-level pruning and Pixel-level pruning, distinguished by their scope for ranking primitives. Our subsequent experiments reveal that, while scene-level pruning leads to disastrous quality drops under extreme decimation of Gaussian primitives, pixel-level pruning not only sustains relatively high rendering quality with minuscule performance degradation but also provides an inherent boundary of pruning, i.e., a safeguard of Gaussian pruning. Building on this observation, we further propose multiple variations of score functions based on the factors of rendering equations and discover that assessing based on color similarity with blending weight is the most effective method for discriminating insignificant primitives. In our experiments, our SafeguardGS with the optimal score function shows the highest PSNR-per-primitive performance under an extreme pruning setting, retaining only about 10% of the primitives from the original 3DGS scene (i.e., 10x compression ratio). We believe our research provides valuable insights for optimizing 3DGS for future works.
Key facts. Cited by 7 papers in the map (data through 7 Oct 2026). Builds on 41 of its 59 references that are in the map. First posted on arXiv 28 May 2024.
Builds on
41 of 59 references.
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29 more
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Built on by
Citing papers per year: 2025: 2; 2026: 5.
7 papers.
- 2025Improving 3D Gaussian Splatting Compression by Scene-Adaptive Lattice Vector Quantizationcited by 6
- 2025ControlGS: Consistent Structural Compression Control for Deployment-Aware Gaussian Splattingcited by 2
- 2026POTR: Post-Training 3DGS Compressioncited by 2
- 2026Matryoshka Gaussian Splattingcited by 1
- 2026MesonGS++: Post-training Compression of 3D Gaussian Splatting with Hyperparameter Searchingcited by 0
- 2026CaT-GS: Efficient 3DGS Rendering for Large Scale Scenes via Inter-frame Caching and Tile Schedulingcited by 0
- 2026LiteTex-GS: Fast and Lightweight Texturing for Gaussian Splattingcited by 0
- 2026LiteTex-GS: Fast and Lightweight Texturing for Gaussian Splatting20 Sep 2026
- 2026CaT-GS: Efficient 3DGS Rendering for Large Scale Scenes via Inter-frame Caching and Tile Scheduling20 Jul 2026
- 2026MesonGS++: Post-training Compression of 3D Gaussian Splatting with Hyperparameter Searching29 Apr 2026
- 2026Matryoshka Gaussian Splatting19 Mar 2026
- 2026POTR: Post-Training 3DGS Compression21 Jan 2026
- 2025Improving 3D Gaussian Splatting Compression by Scene-Adaptive Lattice Vector Quantization16 Sep 2025
- 2025ControlGS: Consistent Structural Compression Control for Deployment-Aware Gaussian Splatting15 May 2025