# MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Masks

arXiv: https://arxiv.org/abs/2412.20522 · HTML: https://mlsanity.com/paper/2412.20522/

## Key facts

- Cited by 41 papers in the map (data through 14 Oct 2026).
- Builds on 36 of its 43 references that are in the map.
- First posted on arXiv 29 Dec 2024.

## Builds on (most cited first, 30 of 36)

- [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)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Categorical Reparameterization with Gumbel-Softmax](https://mlsanity.com/paper/1611.01144/) (2016)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [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)
- [SparseGPT: Massive Language Models Can Be Accurately Pruned in One-Shot](https://mlsanity.com/paper/2301.00774/) (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)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [DynamicViT: Efficient Vision Transformers with Dynamic Token Sparsification](https://mlsanity.com/paper/2106.02034/) (2021)
- [Convolutional Occupancy Networks](https://mlsanity.com/paper/2003.04618/) (2020)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [LLM-Pruner: On the Structural Pruning of Large Language Models](https://mlsanity.com/paper/2305.11627/) (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)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [AdaViT: Adaptive Vision Transformers for Efficient Image Recognition](https://mlsanity.com/paper/2111.15668/) (2021)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2403.14530/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [Learning N:M Fine-grained Structured Sparse Neural Networks From Scratch](https://mlsanity.com/paper/2102.04010/) (2021)
- [SPViT: Enabling Faster Vision Transformers via Soft Token Pruning](https://mlsanity.com/paper/2112.13890/) (2021)
- [Reducing the Memory Footprint of 3D Gaussian Splatting](https://mlsanity.com/paper/2406.17074/) (2024)
- [CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization](https://mlsanity.com/paper/2311.18159/) (2023)
- [TokenLearner: What Can 8 Learned Tokens Do for Images and Videos?](https://mlsanity.com/paper/2106.11297/) (2021)
- [Spatially Adaptive Computation Time for Residual Networks](https://mlsanity.com/paper/1612.02297/) (2016)
- [RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS](https://mlsanity.com/paper/2403.13806/) (2024)

## Built on by (most cited first, 30 of 41)

- [HY-World 2.0: A Multi-Modal World Model for Reconstructing, Generating, and Simulating 3D Worlds](https://mlsanity.com/paper/2604.14268/) (2026)
- [CityGS-X: A Scalable Architecture for Efficient and Geometrically Accurate Large-Scale Scene Reconstruction](https://mlsanity.com/paper/2503.23044/) (2025)
- [Optimized Minimal 3D Gaussian Splatting](https://mlsanity.com/paper/2503.16924/) (2025)
- [Mobile-GS: Real-time Gaussian Splatting for Mobile Devices](https://mlsanity.com/paper/2603.11531/) (2026)
- [CLoD-GS: Continuous Level-of-Detail via 3D Gaussian Splatting](https://mlsanity.com/paper/2510.09997/) (2025)
- [FastAvatar: Towards Unified and Fast 3D Avatar Reconstruction with Large Gaussian Reconstruction Transformers](https://mlsanity.com/paper/2508.19754/) (2025)
- [MEGS2: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning](https://mlsanity.com/paper/2509.07021/) (2025)
- [Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian Splatting](https://mlsanity.com/paper/2509.24421/) (2025)
- [RAP: Fast Feedforward Rendering-Free Attribute-Guided Primitive Importance Score Prediction for Efficient 3D Gaussian Splatting Processing](https://mlsanity.com/paper/2602.19753/) (2026)
- [Prune Wisely, Reconstruct Sharply: Compact 3D Gaussian Splatting via Adaptive Pruning and Difference-of-Gaussian Primitives](https://mlsanity.com/paper/2602.24136/) (2026)
- [Generative 3D Gaussians with Learned Density Control](https://mlsanity.com/paper/2605.16355/) (2026)
- [SparseGS-W: Sparse-View 3D Gaussian Splatting in the Wild with Generative Priors](https://mlsanity.com/paper/2503.19452/) (2025)
- [GaussianLens: Localized High-Resolution Reconstruction via On-Demand Gaussian Densification](https://mlsanity.com/paper/2509.25603/) (2025)
- [GaussianPOP: Principled Simplification Framework for Compact 3D Gaussian Splatting via Error Quantification](https://mlsanity.com/paper/2602.06830/) (2026)
- [SVR-GS: Spatially Variant Regularization for Probabilistic Masks in 3D Gaussian Splatting](https://mlsanity.com/paper/2509.11116/) (2025)
- [Gradient-Driven Natural Selection for Compact 3D Gaussian Splatting](https://mlsanity.com/paper/2511.16980/) (2025)
- [NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting](https://mlsanity.com/paper/2511.19202/) (2025)
- [EGGS: Exchangeable 2D/3D Gaussian Splatting for Geometry-Appearance Balanced Novel View Synthesis](https://mlsanity.com/paper/2512.02932/) (2025)
- [BlitzGS: City-Scale Gaussian Splatting at Lightning Speed](https://mlsanity.com/paper/2605.13794/) (2026)
- [Monte Carlo Energy Aggregation for Mobile 3D Gaussian Splatting](https://mlsanity.com/paper/2606.30017/) (2026)
- [GSta: Efficient Training Scheme with Siestaed Gaussians for Monocular 3D Scene Reconstruction](https://mlsanity.com/paper/2504.06716/) (2025)
- [Confident Splatting: Confidence-Based Compression of 3D Gaussian Splatting via Learnable Beta Distributions](https://mlsanity.com/paper/2506.22973/) (2025)
- [ExGS: Extreme 3D Gaussian Compression with Diffusion Priors](https://mlsanity.com/paper/2509.24758/) (2025)
- [Visionary: The World Model Carrier Built on WebGPU-Powered Gaussian Splatting Platform](https://mlsanity.com/paper/2512.08478/) (2025)
- [Spectral Defense Against Resource-Targeting Attack in 3D Gaussian Splatting](https://mlsanity.com/paper/2603.12796/) (2026)
- [Matryoshka Gaussian Splatting](https://mlsanity.com/paper/2603.19234/) (2026)
- [GS^2: Graph-based Spatial Distribution Optimization for Compact 3D Gaussian Splatting](https://mlsanity.com/paper/2604.01884/) (2026)
- [SpaceDG: Benchmarking Spatial Intelligence under Visual Degradation](https://mlsanity.com/paper/2605.22536/) (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)
- [QIRF Quantum-Inspired Non-Orthogonal Function-Space Compression for 3D Gaussian Splatting](https://mlsanity.com/paper/2607.18067/) (2026)

## Abstract (arXiv)

While 3D Gaussian Splatting (3DGS) has demonstrated remarkable performance in novel view synthesis and real-time rendering, the high memory consumption due to the use of millions of Gaussians limits its practicality. To mitigate this issue, improvements have been made by pruning unnecessary Gaussians, either through a hand-crafted criterion or by using learned masks. However, these methods deterministically remove Gaussians based on a snapshot of the pruning moment, leading to sub-optimized reconstruction performance from a long-term perspective. To address this issue, we introduce MaskGaussian, which models Gaussians as probabilistic entities rather than permanently removing them, and utilize them according to their probability of existence. To achieve this, we propose a masked-rasterization technique that enables unused yet probabilistically existing Gaussians to receive gradients, allowing for dynamic assessment of their contribution to the evolving scene and adjustment of their probability of existence. Hence, the importance of Gaussians iteratively changes and the pruned Gaussians are selected diversely. Extensive experiments demonstrate the superiority of the proposed method in achieving better rendering quality with fewer Gaussians than previous pruning methods, pruning over 60% of Gaussians on average with only a 0.02 PSNR decline. Our code can be found at: https://github.com/kaikai23/MaskGaussian
