# Provable Pruning for Efficient 3D Gaussian Splatting via Coresets

arXiv: https://arxiv.org/abs/2607.02721 · HTML: https://mlsanity.com/paper/2607.02721/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 41 of its 55 references that are in the map.
- First posted on arXiv 2 Jul 2026.

## Builds on (most cited first, 30 of 41)

- [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)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (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)
- [3D Gaussian Splatting as Markov Chain Monte Carlo](https://mlsanity.com/paper/2404.09591/) (2024)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (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)
- [Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting](https://mlsanity.com/paper/2403.15530/) (2024)
- [Provable Filter Pruning for Efficient Neural Networks](https://mlsanity.com/paper/1911.07412/) (2019)
- [PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting](https://mlsanity.com/paper/2406.10219/) (2024)
- [AbsGS: Recovering Fine Details for 3D Gaussian Splatting](https://mlsanity.com/paper/2404.10484/) (2024)
- [Practical Coreset Constructions for Machine Learning](https://mlsanity.com/paper/1703.06476/) (2017)
- [3D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunities](https://mlsanity.com/paper/2407.17418/) (2024)
- [3DGS.zip: A survey on 3D Gaussian Splatting Compression Methods](https://mlsanity.com/paper/2407.09510/) (2024)
- [Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration](https://mlsanity.com/paper/2403.11056/) (2024)
- [Coresets and Sketches](https://mlsanity.com/paper/1601.00617/) (2016)
- [MesonGS: Post-training Compression of 3D Gaussians via Efficient Attribute Transformation](https://mlsanity.com/paper/2409.09756/) (2024)
- [Trimming the Fat: Efficient Compression of 3D Gaussian Splats through Pruning](https://mlsanity.com/paper/2406.18214/) (2024)
- [Towards Sustainable Learning: Coresets for Data-efficient Deep Learning](https://mlsanity.com/paper/2306.01244/) (2023)
- [Data-Dependent Coresets for Compressing Neural Networks with Applications to Generalization Bounds](https://mlsanity.com/paper/1804.05345/) (2018)
- [New Frameworks for Offline and Streaming Coreset Constructions](https://mlsanity.com/paper/1612.00889/) (2016)
- [Coresets for Near-Convex Functions](https://mlsanity.com/paper/2006.05482/) (2020)
- [Data-Independent Neural Pruning via Coresets](https://mlsanity.com/paper/1907.04018/) (2019)
- [GaussianSpa: An "Optimizing-Sparsifying" Simplification Framework for Compact and High-Quality 3D Gaussian Splatting](https://mlsanity.com/paper/2411.06019/) (2024)
- [PCGS: Progressive Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2503.08511/) (2025)
- [Pruning Neural Networks via Coresets and Convex Geometry: Towards No Assumptions](https://mlsanity.com/paper/2209.08554/) (2022)

## Built on by (most cited first, 2 of 2)

- [From Splats to Silicon: Rethinking Computational Efficiency of 3DGS](https://mlsanity.com/paper/2609.06157/) (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) enables high-quality real-time novel-view synthesis, but practical scenes often contain millions of Gaussians, making compression essential for deployment on limited hardware. Existing reduction methods are effective but mostly heuristic: they provide no multiplicative approximation guarantee for the rendered objective, and thus rely heavily on costly post-pruning finetuning to recover quality. We ask a basic question: can a 3DGS scene be provably replaced by a much smaller weighted subset (coreset) while preserving the objective of interest? We first show that, in the unrestricted setting, no non-trivial multiplicative 3DGS coreset exists. We then show that multiplicative guarantees are not impossible, but resolution-dependent. For a prescribed rendering resolution, such as representative views or grids of views/rays, we provide the first weighted coreset construction theorem for 3DGS. The construction samples Gaussians by sensitivity: provable importance scores measuring each Gaussian's role in the full-scene objective. Finally, under explicit validity and log-transmittance stability assumptions, we turn this objective guarantee into a rendering guarantee. Empirically, our method is strongest where deployment needs it most: aggressive compression with no or minimal recovery compute. In prune-only and very short finetuning regimes, it achieves state-of-the-art performance, showing that principled importance estimation can be both theoretically meaningful and practically useful. Open-source code is available at https://github.com/waseem-m/3dgs_provable_coresets.
