# ControlGS: Consistent Structural Compression Control for Deployment-Aware Gaussian Splatting

arXiv: https://arxiv.org/abs/2505.10473 · HTML: https://mlsanity.com/paper/2505.10473/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 32 of its 43 references that are in the map.
- First posted on arXiv 15 May 2025.

## Builds on (most cited first, 30 of 32)

- [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)
- [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)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [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)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [3D Gaussian Splatting as Markov Chain Monte Carlo](https://mlsanity.com/paper/2404.09591/) (2024)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (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)
- [CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization](https://mlsanity.com/paper/2311.18159/) (2023)
- [RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS](https://mlsanity.com/paper/2403.13806/) (2024)
- [PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting](https://mlsanity.com/paper/2406.10219/) (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)
- [LP-3DGS: Learning to Prune 3D Gaussian Splatting](https://mlsanity.com/paper/2405.18784/) (2024)
- [Trimming the Fat: Efficient Compression of 3D Gaussian Splats through Pruning](https://mlsanity.com/paper/2406.18214/) (2024)
- [VR-Splatting: Foveated Radiance Field Rendering via 3D Gaussian Splatting and Neural Points](https://mlsanity.com/paper/2410.17932/) (2024)
- [GaussianSpa: An "Optimizing-Sparsifying" Simplification Framework for Compact and High-Quality 3D Gaussian Splatting](https://mlsanity.com/paper/2411.06019/) (2024)
- [EfficientGS: Streamlining Gaussian Splatting for Large-Scale High-Resolution Scene Representation](https://mlsanity.com/paper/2404.12777/) (2024)
- [ELMGS: Enhancing memory and computation scaLability through coMpression for 3D Gaussian Splatting](https://mlsanity.com/paper/2410.23213/) (2024)
- [Efficient Scene Modeling via Structure-Aware and Region-Prioritized 3D Gaussians](https://mlsanity.com/paper/2411.12788/) (2024)
- [SqueezeMe: Mobile-Ready Distillation of Gaussian Full-Body Avatars](https://mlsanity.com/paper/2412.15171/) (2024)
- [GoDe: Gaussians on Demand for Progressive Level of Detail and Scalable Compression](https://mlsanity.com/paper/2501.13558/) (2025)

## Built on by (most cited first, 2 of 2)

- [GaussLite: Online Task-Conditioned 3D Gaussian Splatting for Real-Time Robotic Mapping](https://mlsanity.com/paper/2606.30809/) (2026)
- [Gauss What You Need: Compact Gaussian Splatting Across Scene Scales](https://mlsanity.com/paper/2609.31248/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) is a highly deployable real-time method for novel view synthesis. In practice, it requires a universal, consistent control mechanism that adjusts the trade-off between rendering quality and model compression without scene-specific tuning, enabling automated deployment across different device performances and communication bandwidths. In this work, we present ControlGS, a control-oriented optimization framework that maps the trade-off between Gaussian count and rendering quality to a continuous, scene-agnostic, and highly responsive control axis. Extensive experiments across a wide range of scene scales and types (from small objects to large outdoor scenes) demonstrate that, by adjusting a globally unified control hyperparameter, ControlGS can flexibly generate models biased toward either structural compactness or high fidelity, regardless of the specific scene scale or complexity, while achieving markedly higher rendering quality with the same or fewer Gaussians compared to potential competing methods. Project page: https://zhang-fengdi.github.io/ControlGS/
