# Improving 3D Gaussian Splatting Compression by Scene-Adaptive Lattice Vector Quantization

arXiv: https://arxiv.org/abs/2509.13482 · HTML: https://mlsanity.com/paper/2509.13482/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 47 of its 71 references that are in the map.
- First posted on arXiv 16 Sep 2025.

## Builds on (most cited first, 30 of 47)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [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)
- [Neural Discrete Representation Learning](https://mlsanity.com/paper/1711.00937/) (2017)
- [Estimating or Propagating Gradients Through Stochastic Neurons for Conditional Computation](https://mlsanity.com/paper/1308.3432/) (2013)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Scene Representation Networks: Continuous 3D-Structure-Aware Neural Scene Representations](https://mlsanity.com/paper/1906.01618/) (2019)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Joint Autoregressive and Hierarchical Priors for Learned Image Compression](https://mlsanity.com/paper/1809.02736/) (2018)
- [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)
- [Channel-wise Autoregressive Entropy Models for Learned Image Compression](https://mlsanity.com/paper/2007.08739/) (2020)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2403.14530/) (2024)
- [Checkerboard Context Model for Efficient Learned Image Compression](https://mlsanity.com/paper/2103.15306/) (2021)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [Soft-to-Hard Vector Quantization for End-to-End Learning Compressible Representations](https://mlsanity.com/paper/1704.00648/) (2017)
- [Compact 3D Scene Representation via Self-Organizing Gaussian Grids](https://mlsanity.com/paper/2312.13299/) (2023)
- [Reducing the Memory Footprint of 3D Gaussian Splatting](https://mlsanity.com/paper/2406.17074/) (2024)
- [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)
- [ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Model](https://mlsanity.com/paper/2405.20721/) (2024)
- [PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting](https://mlsanity.com/paper/2406.10219/) (2024)
- [Asymmetric Gained Deep Image Compression With Continuous Rate Adaptation](https://mlsanity.com/paper/2003.02012/) (2020)
- [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)
- [SQ-VAE: Variational Bayes on Discrete Representation with Self-annealed Stochastic Quantization](https://mlsanity.com/paper/2205.07547/) (2022)
- [HAC++: Towards 100X Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2501.12255/) (2025)
- [MesonGS: Post-training Compression of 3D Gaussians via Efficient Attribute Transformation](https://mlsanity.com/paper/2409.09756/) (2024)

## Built on by (most cited first, 6 of 6)

- [Learning Grouped Lattice Vector Quantizers for Low-Bit LLM Compression](https://mlsanity.com/paper/2510.20984/) (2025)
- [GaussianPOP: Principled Simplification Framework for Compact 3D Gaussian Splatting via Error Quantification](https://mlsanity.com/paper/2602.06830/) (2026)
- [Receptive Field Expanded Look-Up Tables for Vision Inference: Advancing from Low-level to High-level Tasks](https://mlsanity.com/paper/2510.10522/) (2025)
- [3DTurboQuant: Training-Free Near-Optimal Quantization for 3D Reconstruction Models](https://mlsanity.com/paper/2604.05366/) (2026)
- [RoofGS: Roofline-Guided End-to-End Acceleration of 3D Gaussian Splatting](https://mlsanity.com/paper/2608.15785/) (2026)
- [Towards Practical Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2609.30245/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) is rapidly gaining popularity for its photorealistic rendering quality and real-time performance, but it generates massive amounts of data. Hence compressing 3DGS data is necessary for the cost effectiveness of 3DGS models. Recently, several anchor-based neural compression methods have been proposed, achieving good 3DGS compression performance. However, they all rely on uniform scalar quantization (USQ) due to its simplicity. A tantalizing question is whether more sophisticated quantizers can improve the current 3DGS compression methods with very little extra overhead and minimal change to the system. The answer is yes by replacing USQ with lattice vector quantization (LVQ). To better capture scene-specific characteristics, we optimize the lattice basis for each scene, improving LVQ's adaptability and R-D efficiency. This scene-adaptive LVQ (SALVQ) strikes a balance between the R-D efficiency of vector quantization and the low complexity of USQ. SALVQ can be seamlessly integrated into existing 3DGS compression architectures, enhancing their R-D performance with minimal modifications and computational overhead. Moreover, by scaling the lattice basis vectors, SALVQ can dynamically adjust lattice density, enabling a single model to accommodate multiple bit rate targets. This flexibility eliminates the need to train separate models for different compression levels, significantly reducing training time and memory consumption.
