# RAP: Fast Feedforward Rendering-Free Attribute-Guided Primitive Importance Score Prediction for Efficient 3D Gaussian Splatting Processing

arXiv: https://arxiv.org/abs/2602.19753 · HTML: https://mlsanity.com/paper/2602.19753/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Builds on 28 of its 33 references that are in the map.
- First posted on arXiv 23 Feb 2026.

## Builds on (most cited first, 28 of 28)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision](https://mlsanity.com/paper/2312.16256/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Gaussian Grouping: Segment and Edit Anything in 3D Scenes](https://mlsanity.com/paper/2312.00732/) (2023)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting](https://mlsanity.com/paper/2311.14521/) (2023)
- [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)
- [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)
- [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)
- [View-Consistent 3D Editing with Gaussian Splatting](https://mlsanity.com/paper/2403.11868/) (2024)
- [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)
- [LP-3DGS: Learning to Prune 3D Gaussian Splatting](https://mlsanity.com/paper/2405.18784/) (2024)
- [MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Masks](https://mlsanity.com/paper/2412.20522/) (2024)
- [FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering](https://mlsanity.com/paper/2408.12894/) (2024)
- [PCGS: Progressive Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2503.08511/) (2025)
- [A Benchmark for Gaussian Splatting Compression and Quality Assessment Study](https://mlsanity.com/paper/2407.14197/) (2024)
- [A Hierarchical Compression Technique for 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2411.06976/) (2024)
- [PRoGS: Progressive Rendering of Gaussian Splats](https://mlsanity.com/paper/2409.01761/) (2024)
- [GSCodec Studio: A Modular Framework for Gaussian Splat Compression](https://mlsanity.com/paper/2506.01822/) (2025)
- [HybridGS: High-Efficiency Gaussian Splatting Data Compression using Dual-Channel Sparse Representation and Point Cloud Encoder](https://mlsanity.com/paper/2505.01938/) (2025)
- [ADC-GS: Anchor-Driven Deformable and Compressed Gaussian Splatting for Dynamic Scene Reconstruction](https://mlsanity.com/paper/2505.08196/) (2025)

## Built on by (most cited first, 5 of 5)

- [SPARE-GS: Structural Parsimony and Resource Efficiency for 3D Gaussian Splatting](https://mlsanity.com/paper/2607.16624/) (2026)
- [Camera-Agnostic Pruning of 3D Gaussian Splats via Descriptor-Based Beta Evidence](https://mlsanity.com/paper/2603.21933/) (2026)
- [Learning Gaussian Structure: Intervention-Guided Density Control for Feed-Forward Driving Reconstruction](https://mlsanity.com/paper/2608.11077/) (2026)
- [Budgeted-GS: Real-Time Large-Scale Gaussian Splatting via Factoring LOD](https://mlsanity.com/paper/2610.03162/) (2026)
- [SplatQ: Interaction-Aware Pruning of 3D Gaussian Splatting via Quadratic Selection](https://mlsanity.com/paper/2610.13503/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) has emerged as a leading technology for high-quality 3D scene reconstruction. However, the iterative refinement and densification process leads to the generation of a large number of primitives, each contributing to the reconstruction to a substantially different extent. Estimating primitive importance is thus crucial, both for removing redundancy during reconstruction and for enabling efficient compression and transmission. Existing methods typically rely on rendering-based analyses, where each primitive is evaluated through its contribution across multiple camera viewpoints. However, such methods are sensitive to the number and selection of views, rely on specialized differentiable rasterizers, and have long calculation times that grow linearly with view count, making them difficult to integrate as plug-and-play modules and limiting scalability and generalization. To address these issues, we propose RAP, a fast feedforward rendering-free attribute-guided method for efficient importance score prediction in 3DGS. RAP infers primitive significance directly from intrinsic Gaussian attributes and local neighborhood statistics, avoiding rendering-based or visibility-dependent computations. A compact MLP predicts per-primitive importance scores using rendering loss, pruning-aware loss, and significance distribution regularization. After training on a small set of scenes, RAP generalizes effectively to unseen data and can be seamlessly integrated into reconstruction, compression, and transmission pipelines. Our code is publicly available at https://github.com/yyyykf/RAP.
