# CompGS++: Compressed Gaussian Splatting for Static and Dynamic Scene Representation

arXiv: https://arxiv.org/abs/2504.13022 · HTML: https://mlsanity.com/paper/2504.13022/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 35 of its 43 references that are in the map.
- First posted on arXiv 17 Apr 2025.

## Builds on (most cited first, 30 of 35)

- [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)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Variational image compression with a scale hyperprior](https://mlsanity.com/paper/1802.01436/) (2018)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (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)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2403.14530/) (2024)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [3DGStream: On-the-Fly Training of 3D Gaussians for Efficient Streaming of Photo-Realistic Free-Viewpoint Videos](https://mlsanity.com/paper/2403.01444/) (2024)
- [CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization](https://mlsanity.com/paper/2311.18159/) (2023)
- [Revising Densification in Gaussian Splatting](https://mlsanity.com/paper/2404.06109/) (2024)
- [DynMF: Neural Motion Factorization for Real-time Dynamic View Synthesis with 3D Gaussian Splatting](https://mlsanity.com/paper/2312.00112/) (2023)
- [Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting](https://mlsanity.com/paper/2403.15530/) (2024)
- [3D Geometry-aware Deformable Gaussian Splatting for Dynamic View Synthesis](https://mlsanity.com/paper/2404.06270/) (2024)
- [Practical Full Resolution Learned Lossless Image Compression](https://mlsanity.com/paper/1811.12817/) (2018)
- [GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering](https://mlsanity.com/paper/2402.10128/) (2024)
- [4K4D: Real-Time 4D View Synthesis at 4K Resolution](https://mlsanity.com/paper/2310.11448/) (2023)
- [CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splatting](https://mlsanity.com/paper/2404.09458/) (2024)
- [AbsGS: Recovering Fine Details for 3D Gaussian Splatting](https://mlsanity.com/paper/2404.10484/) (2024)
- [GaussNav: Gaussian Splatting for Visual Navigation](https://mlsanity.com/paper/2403.11625/) (2024)
- [3D-HGS: 3D Half-Gaussian Splatting](https://mlsanity.com/paper/2406.02720/) (2024)
- [On the Error Analysis of 3D Gaussian Splatting and an Optimal Projection Strategy](https://mlsanity.com/paper/2402.00752/) (2024)
- [AdR-Gaussian: Accelerating Gaussian Splatting with Adaptive Radius](https://mlsanity.com/paper/2409.08669/) (2024)
- [S-NeRF++: Autonomous Driving Simulation via Neural Reconstruction and Generation](https://mlsanity.com/paper/2402.02112/) (2024)

## Built on by (most cited first, 4 of 4)

- [POTR: Post-Training 3DGS Compression](https://mlsanity.com/paper/2601.14821/) (2026)
- [TagSplat: Topology-Aware Gaussian Splatting for Dynamic Mesh Modeling and Tracking](https://mlsanity.com/paper/2512.01329/) (2025)
- [GS-NFS: Bandwidth-adaptive Streaming of Dynamic Gaussian Splats and Point Clouds](https://mlsanity.com/paper/2606.05650/) (2026)
- [Gaussian Splatting-based Volumetric Video Compression with Sparse 4D Anchors](https://mlsanity.com/paper/2609.33969/) (2026)

## Abstract (arXiv)

Gaussian splatting demonstrates proficiency for 3D scene modeling but suffers from substantial data volume due to inherent primitive redundancy. To enable future photorealistic 3D immersive visual communication applications, significant compression is essential for transmission over the existing Internet infrastructure. Hence, we propose Compressed Gaussian Splatting (CompGS++), a novel framework that leverages compact Gaussian primitives to achieve accurate 3D modeling with substantial size reduction for both static and dynamic scenes. Our design is based on the principle of eliminating redundancy both between and within primitives. Specifically, we develop a comprehensive prediction paradigm to address inter-primitive redundancy through spatial and temporal primitive prediction modules. The spatial primitive prediction module establishes predictive relationships for scene primitives and enables most primitives to be encoded as compact residuals, substantially reducing the spatial redundancy. We further devise a temporal primitive prediction module to handle dynamic scenes, which exploits primitive correlations across timestamps to effectively reduce temporal redundancy. Moreover, we devise a rate-constrained optimization module that jointly minimizes reconstruction error and rate consumption. This module effectively eliminates parameter redundancy within primitives and enhances the overall compactness of scene representations. Comprehensive evaluations across multiple benchmark datasets demonstrate that CompGS++ significantly outperforms existing methods, achieving superior compression performance while preserving accurate scene modeling. Our implementation will be made publicly available on GitHub to facilitate further research.
