# Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields

arXiv: https://arxiv.org/abs/2408.03822 · HTML: https://mlsanity.com/paper/2408.03822/

## Key facts

- Cited by 25 papers in the map (data through 14 Oct 2026).
- Builds on 72 of its 80 references that are in the map.
- First posted on arXiv 7 Aug 2024.

## Builds on (most cited first, 30 of 72)

- [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)
- [Estimating or Propagating Gradients Through Stochastic Neurons for Conditional Computation](https://mlsanity.com/paper/1308.3432/) (2013)
- [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)
- [pixelNeRF: Neural Radiance Fields from One or Few Images](https://mlsanity.com/paper/2012.02190/) (2020)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Efficient Geometry-aware 3D Generative Adversarial Networks](https://mlsanity.com/paper/2112.07945/) (2021)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [SoundStream: An End-to-End Neural Audio Codec](https://mlsanity.com/paper/2107.03312/) (2021)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2011.13084/) (2020)
- [K-Planes: Explicit Radiance Fields in Space, Time, and Appearance](https://mlsanity.com/paper/2301.10241/) (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)
- [Block-NeRF: Scalable Large Scene Neural View Synthesis](https://mlsanity.com/paper/2202.05263/) (2022)
- [IBRNet: Learning Multi-View Image-Based Rendering](https://mlsanity.com/paper/2102.13090/) (2021)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputs](https://mlsanity.com/paper/2112.00724/) (2021)
- [HexPlane: A Fast Representation for Dynamic Scenes](https://mlsanity.com/paper/2301.09632/) (2023)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (2023)
- [Non-Rigid Neural Radiance Fields: Reconstruction and Novel View Synthesis of a Dynamic Scene From Monocular Video](https://mlsanity.com/paper/2012.12247/) (2020)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)

## Built on by (most cited first, 25 of 25)

- [MoDec-GS: Global-to-Local Motion Decomposition and Temporal Interval Adjustment for Compact Dynamic 3D Gaussian Splatting](https://mlsanity.com/paper/2501.03714/) (2025)
- [GIFStream: 4D Gaussian-based Immersive Video with Feature Stream](https://mlsanity.com/paper/2505.07539/) (2025)
- [PCGS: Progressive Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2503.08511/) (2025)
- [3DGS-DET: Empower 3D Gaussian Splatting with Boundary Guidance and Box-Focused Sampling for Indoor 3D Object Detection](https://mlsanity.com/paper/2410.01647/) (2024)
- [GlobalSplat: Efficient Feed-Forward 3D Gaussian Splatting via Global Scene Tokens](https://mlsanity.com/paper/2604.15284/) (2026)
- [GSCodec Studio: A Modular Framework for Gaussian Splat Compression](https://mlsanity.com/paper/2506.01822/) (2025)
- [3DGS-IEval-15K: A Large-scale Image Quality Evaluation Database for 3D Gaussian-Splatting](https://mlsanity.com/paper/2506.14642/) (2025)
- [Advances in Radiance Field for Dynamic Scene: From Neural Field to Gaussian Field](https://mlsanity.com/paper/2505.10049/) (2025)
- [Optimized Minimal 4D Gaussian Splatting](https://mlsanity.com/paper/2510.03857/) (2025)
- [3DGS-VBench: A Comprehensive Video Quality Evaluation Benchmark for 3DGS Compression](https://mlsanity.com/paper/2508.07038/) (2025)
- [ImViD: Immersive Volumetric Videos for Enhanced VR Engagement](https://mlsanity.com/paper/2503.14359/) (2025)
- [GaussianPOP: Principled Simplification Framework for Compact 3D Gaussian Splatting via Error Quantification](https://mlsanity.com/paper/2602.06830/) (2026)
- [AI-Driven Innovations in Volumetric Video Streaming: A Review](https://mlsanity.com/paper/2412.12208/) (2024)
- [SUCCESS-GS: Survey of Compactness and Compression for Efficient Static and Dynamic Gaussian Splatting](https://mlsanity.com/paper/2512.07197/) (2025)
- [Realizing Immersive Volumetric Video: A Multimodal Framework for 6-DoF VR Engagement](https://mlsanity.com/paper/2604.09473/) (2026)
- [MMGS: 10× Compressed 3DGS through Optimal Transport Aggregation based on Multi-view Ranking](https://mlsanity.com/paper/2605.19304/) (2026)
- [Towards Efficient 3D Gaussian Human Avatar Compression: A Prior-Guided Framework](https://mlsanity.com/paper/2510.10492/) (2025)
- [PD-4DGS:Progressive Decomposition of 4D Gaussian Splatting for Bandwidth-Adaptive Dynamic Scene Streaming](https://mlsanity.com/paper/2605.11427/) (2026)
- [Wavelet as Tokenizer: Preliminary Results on a Shared Wavelet Token Schema for Natural Signals](https://mlsanity.com/paper/2606.02631/) (2026)
- [GS-NFS: Bandwidth-adaptive Streaming of Dynamic Gaussian Splats and Point Clouds](https://mlsanity.com/paper/2606.05650/) (2026)
- [SpatialQ: Understanding 3D Gaussian Splatting Scene Quality via Visual-based MLLM](https://mlsanity.com/paper/2607.26595/) (2026)
- [3DGSI-Assessor: A Large-Scale Dataset and An LMM-based Method for 3D Gaussian Splatting Image Quality Assessment](https://mlsanity.com/paper/2608.03279/) (2026)
- [ACA-GS: Adaptive-Capacity Anchored Gaussian Splatting for Compact Dynamic Radiance Fields](https://mlsanity.com/paper/2608.04581/) (2026)
- [LinearMask-GS: Stable-Mask Importance Pruning for Compact 3D Gaussian Splatting](https://mlsanity.com/paper/2609.10095/) (2026)
- [TETRIS-4DGS: Efficient Post-Training Compression of 4D Gaussian Splatting](https://mlsanity.com/paper/2610.14663/) (2026)

## Abstract (arXiv)

3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussian-based representation and introduces an approximated volumetric rendering, achieving very fast rendering speed and promising image quality. Furthermore, subsequent studies have successfully extended 3DGS to dynamic 3D scenes, demonstrating its wide range of applications. However, a significant drawback arises as 3DGS and its following methods entail a substantial number of Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric and temporal attributes by residual vector quantization. With model compression techniques such as quantization and entropy coding, we consistently show over 25x reduced storage and enhanced rendering speed compared to 3DGS for static scenes, while maintaining the quality of the scene representation. For dynamic scenes, our approach achieves more than 12x storage efficiency and retains a high-quality reconstruction compared to the existing state-of-the-art methods. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.
