ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstruction
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Abstract (arXiv)
3D Gaussian Splatting (3DGS) is a state-of-art technique to model real-world scenes with high quality and real-time rendering. Typically, a higher quality representation can be achieved by using a large number of 3D Gaussians. However, using large 3D Gaussian counts significantly increases the GPU device memory for storing model parameters. A large model thus requires powerful GPUs with high memory capacities for training and has slower training/rendering latencies due to the inefficiencies of memory access and data movement. In this work, we introduce ContraGS, a method to enable training directly on compressed 3DGS representations without reducing the Gaussian Counts, and thus with a little loss in model quality. ContraGS leverages codebooks to compactly store a set of Gaussian parameter vectors throughout the training process, thereby significantly reducing memory consumption. While codebooks have been demonstrated to be highly effective at compressing fully trained 3DGS models, directly training using codebook representations is an unsolved challenge. ContraGS solves the problem of learning non-differentiable parameters in codebook-compressed representations by posing parameter estimation as a Bayesian inference problem. To this end, ContraGS provides a framework that effectively uses MCMC sampling to sample over a posterior distribution of these compressed representations. With ContraGS, we demonstrate that ContraGS significantly reduces the peak memory during training (on average 3.49X) and accelerated training and rendering (1.36X and 1.88X on average, respectively), while retraining close to state-of-art quality.
Key facts. Cited by 4 papers in the map (data through 14 Oct 2026). Builds on 58 of its 70 references that are in the map. First posted on arXiv 3 Sep 2025.
Builds on
58 of 70 references.
References · 58
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- 2024GS-LRM: Large Reconstruction Model for 3D Gaussian Splattingcited by 349
38 more
- 2023GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splattingcited by 335
- 2023GS-SLAM: Dense Visual SLAM with 3D Gaussian Splattingcited by 278
- 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 213
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- 2023EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingScited by 196
- 20233DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splattingcited by 195
- 2024SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splattingcited by 172
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- 2023Human Gaussian Splatting: Real-time Rendering of Animatable Avatarscited by 105
- 2024GaussianFlow: Splatting Gaussian Dynamics for 4D Content Creationcited by 100
- 2024GaussianImage: 1000 FPS Image Representation and Compression by 2D Gaussian Splattingcited by 99
- 2024PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splattingcited by 95
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- 2024SplatFields: Neural Gaussian Splats for Sparse 3D and 4D Reconstructioncited by 52
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- 2024GaussianProperty: Integrating Physical Properties to 3D Gaussians with LMMscited by 23
50 most cited of 58 All 58 (JSON)
Built on by
Citing papers per year: 2025: 1; 2026: 3.
4 papers.
- 2025GS-Scale: Unlocking Large-Scale 3D Gaussian Splatting Training via Host Offloadingcited by 5
- 2026TideGS: Scalable Training of Over One Billion 3D Gaussian Splatting Primitives via Out-of-Core Optimizationcited by 2
- 2026Gaussian Splatting-based Volumetric Video Compression with Sparse 4D Anchorscited by 0
- 2026SCION: Scene Composition with Instanced Neural Primitivescited by 0
- 2026SCION: Scene Composition with Instanced Neural Primitives1 Oct 2026
- 2026Gaussian Splatting-based Volumetric Video Compression with Sparse 4D Anchors27 Sep 2026
- 2026TideGS: Scalable Training of Over One Billion 3D Gaussian Splatting Primitives via Out-of-Core Optimization19 May 2026
- 2025GS-Scale: Unlocking Large-Scale 3D Gaussian Splatting Training via Host Offloading19 Sep 2025