MEGS2: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning
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Abstract (arXiv)
3D Gaussian Splatting (3DGS) has emerged as a dominant novel-view synthesis technique, but its high memory consumption severely limits its applicability on edge devices. A growing number of 3DGS compression methods have been proposed to make 3DGS more efficient, yet most only focus on storage compression and fail to address the critical bottleneck of rendering memory. To address this problem, we introduce MEGS2, a novel memory-efficient framework that tackles this challenge by jointly optimizing two key factors: the total primitive number and the parameters per primitive, achieving unprecedented memory compression. Specifically, we replace the memory-intensive spherical harmonics with lightweight, arbitrarily oriented spherical Gaussian lobes as our color representations. More importantly, we propose a unified soft pruning framework that models primitive-number and lobe-number pruning as a single constrained optimization problem. Experiments show that MEGS2 achieves a 50% static VRAM reduction and a 40% rendering VRAM reduction compared to existing methods, while maintaining comparable rendering quality. Project page: https://megs-2.github.io/
Key facts. Cited by 5 papers in the map (data through 7 Oct 2026). Builds on 29 of its 36 references that are in the map. First posted on arXiv 7 Sep 2025.
Builds on
29 of 36 references.
References · 29
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,698
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
- 2021Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fieldscited by 1,957
- 2023Scaffold-GS: Structured 3D Gaussians for View-Adaptive Renderingcited by 684
- 2023Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fieldscited by 667
- 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 420
- 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 365
- 2024Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussianscited by 225
- 20243D Gaussian Splatting as Markov Chain Monte Carlocited by 210
- 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 208
- 2024HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compressioncited by 202
17 more
- 2024GaussianPro: 3D Gaussian Splatting with Progressive Propagationcited by 199
- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 198
- 2023EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingScited by 191
- 2024Reducing the Memory Footprint of 3D Gaussian Splattingcited by 129
- 2023CompGS: Smaller and Faster Gaussian Splatting with Vector Quantizationcited by 127
- 2024FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Renderingcited by 85
- 2024CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splattingcited by 80
- 2024MesonGS: Post-training Compression of 3D Gaussians via Efficient Attribute Transformationcited by 54
- 2025HAC++: Towards 100X Compression of 3D Gaussian Splattingcited by 52
- 2024MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Maskscited by 39
- 2024HEMGS: A Hybrid Entropy Model for 3D Gaussian Splatting Data Compressioncited by 31
- 2024GaussianSpa: An "Optimizing-Sparsifying" Simplification Framework for Compact and High-Quality 3D Gaussian Splattingcited by 26
- 2025Compression of 3D Gaussian Splatting with Optimized Feature Planes and Standard Video Codecscited by 24
- 2025Locality-aware Gaussian Compression for Fast and High-quality Renderingcited by 24
- 2024AtomGS: Atomizing Gaussian Splatting for High-Fidelity Radiance Fieldcited by 17
- 2025SOGS: Second-Order Anchor for Advanced 3D Gaussian Splattingcited by 10
- 2024SG-Splatting: Accelerating 3D Gaussian Splatting with Spherical Gaussianscited by 8
Built on by
Citing papers per year: 2026: 5.
5 papers.
- 2026POTR: Post-Training 3DGS Compressioncited by 2
- 2026SPARE-GS: Structural Parsimony and Resource Efficiency for 3D Gaussian Splattingcited by 1
- 2026MesonGS++: Post-training Compression of 3D Gaussian Splatting with Hyperparameter Searchingcited by 0
- 2026From Splats to Silicon: Rethinking Computational Efficiency of 3DGScited by 0
- 2026Position Forcing: Self-Conditioning 3D Generationcited by 0
- 2026Position Forcing: Self-Conditioning 3D Generation7 Oct 2026
- 2026From Splats to Silicon: Rethinking Computational Efficiency of 3DGS5 Sep 2026
- 2026SPARE-GS: Structural Parsimony and Resource Efficiency for 3D Gaussian Splatting18 Jul 2026
- 2026MesonGS++: Post-training Compression of 3D Gaussian Splatting with Hyperparameter Searching29 Apr 2026
- 2026POTR: Post-Training 3DGS Compression21 Jan 2026