# PCGS: Progressive Compression of 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2503.08511 · HTML: https://mlsanity.com/paper/2503.08511/

## Key facts

- Cited by 21 papers in the map (data through 14 Oct 2026).
- Builds on 40 of its 48 references that are in the map.
- First posted on arXiv 11 Mar 2025.

## Builds on (most cited first, 30 of 40)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [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)
- [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)
- [Variational image compression with a scale hyperprior](https://mlsanity.com/paper/1802.01436/) (2018)
- [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)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Rendering](https://mlsanity.com/paper/2112.05504/) (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)
- [GaussianPro: 3D Gaussian Splatting with Progressive Propagation](https://mlsanity.com/paper/2402.14650/) (2024)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [Compact 3D Scene Representation via Self-Organizing Gaussian Grids](https://mlsanity.com/paper/2312.13299/) (2023)
- [Reducing the Memory Footprint of 3D Gaussian Splatting](https://mlsanity.com/paper/2406.17074/) (2024)
- [ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Model](https://mlsanity.com/paper/2405.20721/) (2024)
- [CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splatting](https://mlsanity.com/paper/2404.09458/) (2024)
- [End-to-End Rate-Distortion Optimized 3D Gaussian Representation](https://mlsanity.com/paper/2406.01597/) (2024)
- [3DGS.zip: A survey on 3D Gaussian Splatting Compression Methods](https://mlsanity.com/paper/2407.09510/) (2024)
- [HAC++: Towards 100X Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2501.12255/) (2025)
- [MesonGS: Post-training Compression of 3D Gaussians via Efficient Attribute Transformation](https://mlsanity.com/paper/2409.09756/) (2024)
- [LP-3DGS: Learning to Prune 3D Gaussian Splatting](https://mlsanity.com/paper/2405.18784/) (2024)
- [Fast Feedforward 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2410.08017/) (2024)
- [Trimming the Fat: Efficient Compression of 3D Gaussian Splats through Pruning](https://mlsanity.com/paper/2406.18214/) (2024)
- [CAT-3DGS: A Context-Adaptive Triplane Approach to Rate-Distortion-Optimized 3DGS Compression](https://mlsanity.com/paper/2503.00357/) (2025)
- [Spectrally Pruned Gaussian Fields with Neural Compensation](https://mlsanity.com/paper/2405.00676/) (2024)
- [HEMGS: A Hybrid Entropy Model for 3D Gaussian Splatting Data Compression](https://mlsanity.com/paper/2411.18473/) (2024)
- [Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields](https://mlsanity.com/paper/2408.03822/) (2024)

## Built on by (most cited first, 21 of 21)

- [Improving 3D Gaussian Splatting Compression by Scene-Adaptive Lattice Vector Quantization](https://mlsanity.com/paper/2509.13482/) (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)
- [POTR: Post-Training 3DGS Compression](https://mlsanity.com/paper/2601.14821/) (2026)
- [REFINE: Super-efficient 3D Gaussian Splatting Pruning via Rendering-Free Primitive Importance](https://mlsanity.com/paper/2606.09074/) (2026)
- [CompMarkGS: Robust Watermarking for Compressed 3D Gaussian Splatting](https://mlsanity.com/paper/2503.12836/) (2025)
- [Adaptive 3D Gaussian Splatting Video Streaming](https://mlsanity.com/paper/2507.14432/) (2025)
- [Monte Carlo Energy Aggregation for Mobile 3D Gaussian Splatting](https://mlsanity.com/paper/2606.30017/) (2026)
- [Provable Pruning for Efficient 3D Gaussian Splatting via Coresets](https://mlsanity.com/paper/2607.02721/) (2026)
- [Learning Hierarchical Sparse Transform Coding for 3DGS Compression](https://mlsanity.com/paper/2505.22908/) (2025)
- [Adaptive 3D Gaussian Splatting Video Streaming: Visual Saliency-Aware Tiling and Meta-Learning-Based Bitrate Adaptation](https://mlsanity.com/paper/2507.14454/) (2025)
- [TagSplat: Topology-Aware Gaussian Splatting for Dynamic Mesh Modeling and Tracking](https://mlsanity.com/paper/2512.01329/) (2025)
- [Matryoshka Gaussian Splatting](https://mlsanity.com/paper/2603.19234/) (2026)
- [SCAR-GS: Spatial Context Attention for Residuals in Progressive Gaussian Splatting](https://mlsanity.com/paper/2601.04348/) (2026)
- [ProGS: Towards Progressive Coding for 3D Gaussian Splatting](https://mlsanity.com/paper/2603.09703/) (2026)
- [MesonGS++: Post-training Compression of 3D Gaussian Splatting with Hyperparameter Searching](https://mlsanity.com/paper/2604.26799/) (2026)
- [Towards Practical Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2609.30245/) (2026)
- [Affine-Aligned Atlas for Canonical Gaussian Construction in Video Representation](https://mlsanity.com/paper/2610.01114/) (2026)
- [SCION: Scene Composition with Instanced Neural Primitives](https://mlsanity.com/paper/2610.02322/) (2026)
- [Mobile-4DGS: Unified Static-Dynamic Real-time Mobile Gaussian Splatting](https://mlsanity.com/paper/2610.05289/) (2026)
- [PLEDGE: Progressive Lossy Error-Bounded Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2610.17605/) (2026)
- [RDCompGS: Rate-Distortion Optimization for Compression of 3D Gaussian Splatting with Image Codecs](https://mlsanity.com/paper/2610.19538/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) achieves impressive rendering fidelity and speed for novel view synthesis. However, its substantial data size poses a significant challenge for practical applications. While many compression techniques have been proposed, they fail to efficiently utilize existing bitstreams in on-demand applications due to their lack of progressivity, leading to a waste of resource. To address this issue, we propose PCGS (Progressive Compression of 3D Gaussian Splatting), which adaptively controls both the quantity and quality of Gaussians (or anchors) to enable effective progressivity for on-demand applications. Specifically, for quantity, we introduce a progressive masking strategy that incrementally incorporates new anchors while refining existing ones to enhance fidelity. For quality, we propose a progressive quantization approach that gradually reduces quantization step sizes to achieve finer modeling of Gaussian attributes. Furthermore, to compact the incremental bitstreams, we leverage existing quantization results to refine probability prediction, improving entropy coding efficiency across progressive levels. Overall, PCGS achieves progressivity while maintaining compression performance comparable to SoTA non-progressive methods. Code available at: github.com/YihangChen-ee/PCGS.
