mlsanityData to 14 Oct 2026

A Hierarchical Compression Technique for 3D Gaussian Splatting Compression

arXiv 2411.06976 ↗First posted 11 Nov 2024cs.CV cs.MMcited by 14

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Abstract (arXiv)

3D Gaussian Splatting (GS) demonstrates excellent rendering quality and generation speed in novel view synthesis. However, substantial data size poses challenges for storage and transmission, making 3D GS compression an essential technology. Current 3D GS compression research primarily focuses on developing more compact scene representations, such as converting explicit 3D GS data into implicit forms. In contrast, compression of the GS data itself has hardly been explored. To address this gap, we propose a Hierarchical GS Compression (HGSC) technique. Initially, we prune unimportant Gaussians based on importance scores derived from both global and local significance, effectively reducing redundancy while maintaining visual quality. An Octree structure is used to compress 3D positions. Based on the 3D GS Octree, we implement a hierarchical attribute compression strategy by employing a KD-tree to partition the 3D GS into multiple blocks. We apply farthest point sampling to select anchor primitives within each block and others as non-anchor primitives with varying Levels of Details (LoDs). Anchor primitives serve as reference points for predicting non-anchor primitives across different LoDs to reduce spatial redundancy. For anchor primitives, we use the region adaptive hierarchical transform to achieve near-lossless compression of various attributes. For non-anchor primitives, each is predicted based on the k-nearest anchor primitives. To further minimize prediction errors, the reconstructed LoD and anchor primitives are combined to form new anchor primitives to predict the next LoD. Our method notably achieves superior compression quality and a significant data size reduction of over 4.5 times compared to the state-of-the-art compression method on small scenes datasets.

Key facts. Cited by 14 papers in the map (data through 14 Oct 2026). Builds on 8 of its 20 references that are in the map. First posted on arXiv 11 Nov 2024.

Builds on

8 of 20 references.

References · 8

  1. 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,177
  2. 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
  3. 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,032
  4. 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 436
  5. 2024HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compressioncited by 209
  6. 2024PKU-DyMVHumans: A Multi-View Video Benchmark for High-Fidelity Dynamic Human Modelingcited by 18
  7. 2024A Benchmark for Gaussian Splatting Compression and Quality Assessment Studycited by 16
  8. 2024Explicit-NeRF-QA: A Quality Assessment Database for Explicit NeRF Model Compressioncited by 8

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2024: 1; 2025: 8; 2026: 5.

14 papers.

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