QIRF Quantum-Inspired Non-Orthogonal Function-Space Compression for 3D Gaussian Splatting
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Abstract (arXiv)
3D Gaussian Splatting (3DGS) achieves high-quality real-time rendering by representing a scene with a large collection of anisotropic Gaussian primitives. However, complex scenes often require millions of Gaussians, resulting in substantial storage and rendering costs. Existing compression methods mainly reduce redundancy through primitive-wise pruning, attribute quantization, clustering, or neural coding, while redundancy caused by strongly overlapping and non-orthogonal Gaussian basis functions remains largely unexplored. We present QIRF, a quantum-inspired non-orthogonal function-space compression method for 3D Gaussian Splatting. QIRF models neighboring Gaussian primitives as a local non-orthogonal basis and formulates primitive reduction as a subspace-aware selection problem. Specifically, an analytic Gaussian overlap matrix and a radiance-response density matrix are constructed to characterize functional redundancy and rendering relevance. Generalized eigendecomposition is then used to identify the dominant local subspace and select representative Gaussian primitives. An RRDM-based response model and detail-aware safeguarding further preserve visually important high-frequency structures under aggressive pruning. Experiments on 13 scenes from Mip-NeRF 360, Tanks and Temples, and Deep Blending show that QIRF reduces the Gaussian count and raw PLY storage by 71.7 percent on average, corresponding to approximately 3.54 times compression, while maintaining reconstruction quality comparable to 3DGS and achieving a marginal average PSNR improvement of 0.10 dB. QIRF also improves the average rendering speed over 3DGS by 34.3 percent. These results suggest that non-orthogonal function-space redundancy is an important yet underexplored source of representational redundancy in explicit Gaussian radiance fields.
Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 12 of its 24 references that are in the map. First posted on arXiv 20 Jul 2026.
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12 of 24 references.
References · 12
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,723
- 2021PlenOctrees for Real-time Rendering of Neural Radiance Fieldscited by 905
- 2023K-Planes: Explicit Radiance Fields in Space, Time, and Appearancecited by 746
- 2023Scaffold-GS: Structured 3D Gaussians for View-Adaptive Renderingcited by 695
- 2021Baking Neural Radiance Fields for Real-Time View Synthesiscited by 468
- 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 436
- 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 372
- 2024HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compressioncited by 209
- 2024RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPScited by 113
- 2024End-to-End Rate-Distortion Optimized 3D Gaussian Representationcited by 75
- 2024MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Maskscited by 41
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- 2025Optimized Minimal 3D Gaussian Splatting
- 2023CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization
- 2026Towards Practical Compression of 3D Gaussian Splatting
- 2025SymGS : Leveraging Local Symmetries for 3D Gaussian Splatting Compression
- 2025Improving 3D Gaussian Splatting Compression by Scene-Adaptive Lattice Vector Quantization
- 2025P-4DGS: Predictive 4D Gaussian Splatting with 90× Compression