# Perceive-Sample-Compress: Towards Real-Time 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2508.04965 · HTML: https://mlsanity.com/paper/2508.04965/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 24 of its 32 references that are in the map.
- First posted on arXiv 7 Aug 2025.

## Builds on (most cited first, 24 of 24)

- [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)
- [Scalability in Perception for Autonomous Driving: Waymo Open Dataset](https://mlsanity.com/paper/1912.04838/) (2019)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [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)
- [Novel View Synthesis with Diffusion Models](https://mlsanity.com/paper/2210.04628/) (2022)
- [Free View Synthesis](https://mlsanity.com/paper/2008.05511/) (2020)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis](https://mlsanity.com/paper/2302.14859/) (2023)
- [NeX: Real-time View Synthesis with Neural Basis Expansion](https://mlsanity.com/paper/2103.05606/) (2021)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [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)
- [CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians](https://mlsanity.com/paper/2404.01133/) (2024)
- [MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyond](https://mlsanity.com/paper/2309.16553/) (2023)
- [ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Model](https://mlsanity.com/paper/2405.20721/) (2024)
- [Extreme View Synthesis](https://mlsanity.com/paper/1812.04777/) (2018)
- [CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splatting](https://mlsanity.com/paper/2404.09458/) (2024)
- [Gaussian Splatting: 3D Reconstruction and Novel View Synthesis, a Review](https://mlsanity.com/paper/2405.03417/) (2024)
- [LetsGo: Large-Scale Garage Modeling and Rendering via LiDAR-Assisted Gaussian Primitives](https://mlsanity.com/paper/2404.09748/) (2024)
- [FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering](https://mlsanity.com/paper/2408.12894/) (2024)
- [GigaGS: Scaling up Planar-Based 3D Gaussians for Large Scene Surface Reconstruction](https://mlsanity.com/paper/2409.06685/) (2024)

## Abstract (arXiv)

Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated remarkable capabilities in real-time and photorealistic novel view synthesis. However, traditional 3DGS representations often struggle with large-scale scene management and efficient storage, particularly when dealing with complex environments or limited computational resources. To address these limitations, we introduce a novel perceive-sample-compress framework for 3D Gaussian Splatting. Specifically, we propose a scene perception compensation algorithm that intelligently refines Gaussian parameters at each level. This algorithm intelligently prioritizes visual importance for higher fidelity rendering in critical areas, while optimizing resource usage and improving overall visible quality. Furthermore, we propose a pyramid sampling representation to manage Gaussian primitives across hierarchical levels. Finally, to facilitate efficient storage of proposed hierarchical pyramid representations, we develop a Generalized Gaussian Mixed model compression algorithm to achieve significant compression ratios without sacrificing visual fidelity. The extensive experiments demonstrate that our method significantly improves memory efficiency and high visual quality while maintaining real-time rendering speed.
