# Lightweight Predictive 3D Gaussian Splats

arXiv: https://arxiv.org/abs/2406.19434 · HTML: https://mlsanity.com/paper/2406.19434/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 31 of its 54 references that are in the map.
- First posted on arXiv 27 Jun 2024.

## Builds on (most cited first, 30 of 31)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [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)
- [SynSin: End-to-end View Synthesis from a Single Image](https://mlsanity.com/paper/1912.08804/) (2019)
- [Neural Point-Based Graphics](https://mlsanity.com/paper/1906.08240/) (2019)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [Mixture of Volumetric Primitives for Efficient Neural Rendering](https://mlsanity.com/paper/2103.01954/) (2021)
- [DeepView: View Synthesis with Learned Gradient Descent](https://mlsanity.com/paper/1906.07316/) (2019)
- [Differentiable Surface Splatting for Point-based Geometry Processing](https://mlsanity.com/paper/1906.04173/) (2019)
- [DONeRF: Towards Real-Time Rendering of Compact Neural Radiance Fields using Depth Oracle Networks](https://mlsanity.com/paper/2103.03231/) (2021)
- [AutoInt: Automatic Integration for Fast Neural Volume Rendering](https://mlsanity.com/paper/2012.01714/) (2020)
- [Point-Based Neural Rendering with Per-View Optimization](https://mlsanity.com/paper/2109.02369/) (2021)
- [Stable View Synthesis](https://mlsanity.com/paper/2011.07233/) (2020)
- [Learning-Based View Synthesis for Light Field Cameras](https://mlsanity.com/paper/1609.02974/) (2016)
- [Learning Efficient Point Cloud Generation for Dense 3D Object Reconstruction](https://mlsanity.com/paper/1706.07036/) (2017)
- [Extreme View Synthesis](https://mlsanity.com/paper/1812.04777/) (2018)
- [Unsupervised Learning of Shape and Pose with Differentiable Point Clouds](https://mlsanity.com/paper/1810.09381/) (2018)
- [Neural Points: Point Cloud Representation with Neural Fields for Arbitrary Upsampling](https://mlsanity.com/paper/2112.04148/) (2021)
- [Real-Time Neural Light Field on Mobile Devices](https://mlsanity.com/paper/2212.08057/) (2022)

## Built on by (most cited first, 6 of 6)

- [EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis](https://mlsanity.com/paper/2410.01804/) (2024)
- [CAT-3DGS Pro: A New Benchmark for Efficient 3DGS Compression](https://mlsanity.com/paper/2503.12862/) (2025)
- [POTR: Post-Training 3DGS Compression](https://mlsanity.com/paper/2601.14821/) (2026)
- [AH-GS: Augmented 3D Gaussian Splatting for High-Frequency Detail Representation](https://mlsanity.com/paper/2503.22324/) (2025)
- [MesonGS++: Post-training Compression of 3D Gaussian Splatting with Hyperparameter Searching](https://mlsanity.com/paper/2604.26799/) (2026)
- [Softmax-GS: Generalized Gaussians Learning When to Blend or Bound](https://mlsanity.com/paper/2604.27437/) (2026)

## Abstract (arXiv)

Recent approaches representing 3D objects and scenes using Gaussian splats show increased rendering speed across a variety of platforms and devices. While rendering such representations is indeed extremely efficient, storing and transmitting them is often prohibitively expensive. To represent large-scale scenes, one often needs to store millions of 3D Gaussians, occupying gigabytes of disk space. This poses a very practical limitation, prohibiting widespread adoption.Several solutions have been proposed to strike a balance between disk size and rendering quality, noticeably reducing the visual quality. In this work, we propose a new representation that dramatically reduces the hard drive footprint while featuring similar or improved quality when compared to the standard 3D Gaussian splats. When compared to other compact solutions, ours offers higher quality renderings with significantly reduced storage, being able to efficiently run on a mobile device in real-time. Our key observation is that nearby points in the scene can share similar representations. Hence, only a small ratio of 3D points needs to be stored. We introduce an approach to identify such points which are called parent points. The discarded points called children points along with attributes can be efficiently predicted by tiny MLPs.
