mlsanityData to 7 Oct 2026

GETA-3DGS: Automatic Joint Structured Pruning and Quantization for 3D Gaussian Splatting

arXiv 2605.02086 ↗First posted 3 May 2026cs.LG cs.AI cs.GRcited by 0

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Abstract (arXiv)

3D Gaussian splatting (3DGS) is a state-of-the-art representation for real-time photorealistic novel-view synthesis, yet a single high-fidelity scene typically occupies hundreds of megabytes to several gigabytes, exceeding the budgets of mobile, immersive, and volumetric video platforms. Existing 3DGS compression methods (e.g., HAC++, FlexGaussian, LP-3DGS) treat pruning, quantization, and entropy coding as separate stages and rely on hand-tuned heuristics (opacity thresholds, fixed bit-widths, SH truncation), limiting cross-scene generalization and preventing users from specifying a target rate or quality budget. We propose GETA-3DGS, to our knowledge the first end-to-end automatic joint structured pruning and quantization framework for 3DGS. Building on GETA for joint pruning-quantization of deep networks, we contribute: (i) a 3DGS-aware quantization-aware dependency graph (QADG) treating each Gaussian primitive as a group with five attribute sub-nodes and degree-aware SH sub-nodes; (ii) a render-aware saliency fusing transmittance-weighted contribution, screen-space gradient, and pixel coverage into a Gaussian-level importance score; and (iii) a heterogeneous per-attribute mixed-precision scheme co-optimized with structural sparsity under a projected partial saliency-guided (PPSG) descent guarantee. On Mip-NeRF 360, Tanks and Temples, and Deep Blending, GETA-3DGS operates directly on raw Gaussian primitives rather than a post-hoc anchor representation, delivering ~5x storage reduction over Vanilla 3DGS with no per-scene thresholds. Bit-width policy is the dominant rate-distortion lever: a uniform 6-bit cap costs up to -6.74 dB on view-dependent scenes versus our heterogeneous allocation, matching an information-theoretic reverse-water-filling analysis we develop. GETA-3DGS is complementary to existing codecs: entropy coding (HAC++, CompGS) is downstream, so the two can be composed.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 36 of its 46 references that are in the map. First posted on arXiv 3 May 2026.

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36 of 46 references.

References · 36

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  11. 2023SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Renderingcited by 611
  12. 2020Up or Down? Adaptive Rounding for Post-Training Quantizationcited by 600
24 more
  1. 2019Importance Estimation for Neural Network Pruningcited by 531
  2. 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 420
  3. 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 365
  4. 2023Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesiscited by 341
  5. 2022Optimal Brain Compression: A Framework for Accurate Post-Training Quantization and Pruningcited by 317
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  10. 2024HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compressioncited by 202
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  12. 2024Reducing the Memory Footprint of 3D Gaussian Splattingcited by 129
  13. 2023CompGS: Smaller and Faster Gaussian Splatting with Vector Quantizationcited by 127
  14. 2024RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPScited by 110
  15. 2024ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Modelcited by 98
  16. 2020Bayesian Bits: Unifying Quantization and Pruningcited by 93
  17. 20243D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunitiescited by 77
  18. 20243DGS.zip: A survey on 3D Gaussian Splatting Compression Methodscited by 66
  19. 2024LP-3DGS: Learning to Prune 3D Gaussian Splattingcited by 53
  20. 2020Differentiable Joint Pruning and Quantization for Hardware Efficiencycited by 45
  21. 2025Compression in 3D Gaussian Splatting: A Survey of Methods, Trends, and Future Directionscited by 19
  22. 2025Automatic Joint Structured Pruning and Quantization for Efficient Neural Network Training and Compressioncited by 14
  23. 2026Mobile-GS: Real-time Gaussian Splatting for Mobile Devicescited by 10
  24. 2024HESSO: Towards Automatic Efficient and User Friendly Any Neural Network Training and Pruningcited by 4

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