# ACE-GS: Acing the Trade-off with Accurate, Compact and Efficient 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2606.21244 · HTML: https://mlsanity.com/paper/2606.21244/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 39 of its 42 references that are in the map.
- First posted on arXiv 19 Jun 2026.

## Builds on (most cited first, 30 of 39)

- [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)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D Reconstruction](https://mlsanity.com/paper/2312.12337/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [MVSplat: Efficient 3D Gaussian Splatting from Sparse Multi-View Images](https://mlsanity.com/paper/2403.14627/) (2024)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [Splatter Image: Ultra-Fast Single-View 3D Reconstruction](https://mlsanity.com/paper/2312.13150/) (2023)
- [GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting](https://mlsanity.com/paper/2311.14521/) (2023)
- [GaussianShader: 3D Gaussian Splatting with Shading Functions for Reflective Surfaces](https://mlsanity.com/paper/2311.17977/) (2023)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes](https://mlsanity.com/paper/2404.10772/) (2024)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [A Survey on 3D Gaussian Splatting](https://mlsanity.com/paper/2401.03890/) (2024)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2403.14530/) (2024)
- [GaussianPro: 3D Gaussian Splatting with Progressive Propagation](https://mlsanity.com/paper/2402.14650/) (2024)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians](https://mlsanity.com/paper/2404.01133/) (2024)
- [Reducing the Memory Footprint of 3D Gaussian Splatting](https://mlsanity.com/paper/2406.17074/) (2024)
- [StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering](https://mlsanity.com/paper/2402.00525/) (2024)
- [FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization](https://mlsanity.com/paper/2403.06908/) (2024)
- [3D Gaussian as a New Era: A Survey](https://mlsanity.com/paper/2402.07181/) (2024)

## Abstract (arXiv)

3D Gaussian Splatting achieves exceptional real-time rendering, but its substantial computational and storage demands hinder widespread deployment. Existing accelerated paradigms often aggressively prune primitives for rapid convergence, causing severe loss of high-frequency details. To address this, we tackle the fundamental problem of achieving both exceptional rendering quality and ultra-fast reconstruction speed. In this paper, we propose ACE-GS, a progressive optimization framework tailored for accurate, compressed, and efficient scene representation. We realize that precise primitive management is the key to breaking this trade-off. Therefore, we first design a momentum consistency-guided densification strategy, strictly constraining primitive growth onto authentic geometric manifolds to avoid computational waste while significantly accelerating convergence. Building upon this efficient initialization, we deploy a statistical sensitivity-driven sparsification mechanism to precisely prune redundant primitives, yielding a further compressed footprint. Finally, to thoroughly compensate for the risk of micro-structure loss caused by the aforementioned strict primitive control, we introduce a cross-dimensional residual frequency compensation scheme that explicitly back-injects high-frequency error energy into primitive attributes, perfectly restoring sharp geometric details. Extensive experiments validate our superiority. While maintaining a highly compact scene representation, our system achieves up to 3.7 times training acceleration against the rapid framework Speedy-Splat. Requiring only 3 to 5 minutes to converge, ACE-GS secures the highest structural similarity and achieves a peak PSNR improvement of up to 0.89 dB over the original 3DGS, establishing a new benchmark for ultra-fast and high-fidelity novel view synthesis.
