# REFINE: Super-efficient 3D Gaussian Splatting Pruning via Rendering-Free Primitive Importance

arXiv: https://arxiv.org/abs/2606.09074 · HTML: https://mlsanity.com/paper/2606.09074/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 34 of its 42 references that are in the map.
- First posted on arXiv 8 Jun 2026.

## Builds on (most cited first, 30 of 34)

- [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)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Depth-supervised NeRF: Fewer Views and Faster Training for Free](https://mlsanity.com/paper/2107.02791/) (2021)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [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)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [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)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds](https://mlsanity.com/paper/2405.17421/) (2024)
- [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)
- [PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting](https://mlsanity.com/paper/2406.10219/) (2024)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splatting](https://mlsanity.com/paper/2404.09458/) (2024)
- [HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian Splatting](https://mlsanity.com/paper/2312.03461/) (2023)
- [MesonGS: Post-training Compression of 3D Gaussians via Efficient Attribute Transformation](https://mlsanity.com/paper/2409.09756/) (2024)
- [Fast Feedforward 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2410.08017/) (2024)
- [Trimming the Fat: Efficient Compression of 3D Gaussian Splats through Pruning](https://mlsanity.com/paper/2406.18214/) (2024)
- [3D-HGS: 3D Half-Gaussian Splatting](https://mlsanity.com/paper/2406.02720/) (2024)
- [DeformGS: Scene Flow in Highly Deformable Scenes for Deformable Object Manipulation](https://mlsanity.com/paper/2312.00583/) (2023)
- [MoDec-GS: Global-to-Local Motion Decomposition and Temporal Interval Adjustment for Compact Dynamic 3D Gaussian Splatting](https://mlsanity.com/paper/2501.03714/) (2025)
- [PCGS: Progressive Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2503.08511/) (2025)
- [ELMGS: Enhancing memory and computation scaLability through coMpression for 3D Gaussian Splatting](https://mlsanity.com/paper/2410.23213/) (2024)
- [Optimized Minimal 3D Gaussian Splatting](https://mlsanity.com/paper/2503.16924/) (2025)
- [A Hierarchical Compression Technique for 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2411.06976/) (2024)
- [Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling](https://mlsanity.com/paper/2502.20378/) (2025)

## Built on by (most cited first, 3 of 3)

- [SPARE-GS: Structural Parsimony and Resource Efficiency for 3D Gaussian Splatting](https://mlsanity.com/paper/2607.16624/) (2026)
- [SplatQ: Interaction-Aware Pruning of 3D Gaussian Splatting via Quadratic Selection](https://mlsanity.com/paper/2610.13503/) (2026)
- [RDCompGS: Rate-Distortion Optimization for Compression of 3D Gaussian Splatting with Image Codecs](https://mlsanity.com/paper/2610.19538/) (2026)

## Abstract (arXiv)

Existing pruning methods for 3D Gaussian splatting (3DGS) suffer from either severe quality degradation or prohibitive computational overhead. In this paper, we propose REFINE, a highly accelerated 3DGS pruning framework centered on a novel rendering-free primitive importance metric. Our approach leverages an analytically approximated, rendering-aware Hessian field to quantify the expected perceptual error induced by the removal of individual primitives. By modeling the joint modulation of visibility, projection geometry and the content adaptive hyperparameter, we entirely bypass costly forward rendering passes and derive an anisotropic perceptual weight field that serves as a high-fidelity proxy for primitive importance. Extensive experiments across multiple benchmark datasets demonstrate that REFINE maintains highly competitive rendering quality while achieving a 3,000× reduction in pruning-related computational complexity, translating to a practical ~ 20× speedup in device latency compared to state-of-the-art pruning methods.
