LG-HCC: Local Geometry-Aware Hierarchical Context Compression for 3D Gaussian Splatting
On the map: Efficient LLM inference and serving → Token pruning and merging for ViTs
Abstract (arXiv)
Although 3D Gaussian Splatting (3DGS) enables high-fidelity real-time rendering, its prohibitive storage overhead severely hinders practical deployment. Recent anchor-based 3DGS compression schemes reduce gaussian redundancy through some advanced context models. However, they overlook explicit geometric dependencies, leading to structural degradation and suboptimal ratedistortion performance. In this paper, we propose a Local Geometry-aware Hierarchical Context Compression framework for 3DGS(LG-HCC) that incorporates inter-anchor geometric correlations into anchor pruning and entropy coding for compact representation. Specifically, we introduce an Neighborhood-Aware Anchor Pruning (NAAP) strategy, which evaluates anchor importance via weighted neighborhood feature aggregation and then merges low-contribution anchors into salient neighbors, yielding a compact yet geometry-consistent anchor set. Moreover, we further develop a hierarchical entropy coding scheme, in which coarse-to-fine priors are exploited through a lightweight Geometry-Guided Convolution(GG-Conv) operator to enable spatially adaptive context modeling and rate-distortion optimization. Extensive experiments show that LG-HCC effectively alleviates structural preservation issues,achieving superior geometric integrity and rendering fidelity while reducing storage by up to 30.85x compared to the Scaffold-GS baseline on the Mip-NeRF360 dataset
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Placed in Token pruning and merging for ViTs, one of 12 directions in Efficient LLM inference and serving. Builds on 37 of its 50 references that are in the map. First posted on arXiv 30 Mar 2026.
Builds on
37 of 50 references.
References · 37
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- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
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- 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 365
- 2021BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Renderingcited by 228
25 more
- 2024Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussianscited by 225
- 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 208
- 2024HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compressioncited by 202
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- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 198
- 2021Checkerboard Context Model for Efficient Learned Image Compressioncited by 193
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- 2021Temporal Context Mining for Learned Video Compressioncited by 112
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- 2025Towards Practical Real-Time Neural Video Compressioncited by 72
- 2024End-to-End Rate-Distortion Optimized 3D Gaussian Representationcited by 71
- 20243DGS.zip: A survey on 3D Gaussian Splatting Compression Methodscited by 66
- 2024Trimming the Fat: Efficient Compression of 3D Gaussian Splats through Pruningcited by 45
- 2025CAT-3DGS: A Context-Adaptive Triplane Approach to Rate-Distortion-Optimized 3DGS Compressioncited by 39
- 2024Spectrally Pruned Gaussian Fields with Neural Compensationcited by 33
- 2024HEMGS: A Hybrid Entropy Model for 3D Gaussian Splatting Data Compressioncited by 31
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- 2026Overview and Comparison of AVS Point Cloud Compression Standardcited by 1
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- 2026Nix and Fix: Targeting 1000x Compression of 3D Gaussian Splatting with Diffusion Models
- 20243DGS-Enhancer: Enhancing Unbounded 3D Gaussian Splatting with View-consistent 2D Diffusion Priors
- 2025ProSplat: Improved Feed-Forward 3D Gaussian Splatting for Wide-Baseline Sparse Views
- 20263DGSI-Assessor: A Large-Scale Dataset and An LMM-based Method for 3D Gaussian Splatting Image Quality Assessment
- 2026PixGS: Pixel-Space Diffusion for Direct 3D Gaussian Splat Generation
- 2026GaussVid: Sparse-View Gaussian Splatting with 3D-Aware Video Diffusion Priors
- 2025UVGS: Reimagining Unstructured 3D Gaussian Splatting using UV Mapping
- 2024SplatFlow: Multi-View Rectified Flow Model for 3D Gaussian Splatting Synthesis