# Fixed-Budget Gaussian Volume Encoding with Structure-Aware Allocation

arXiv: https://arxiv.org/abs/2608.14112 · HTML: https://mlsanity.com/paper/2608.14112/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 27 of its 47 references that are in the map.
- First posted on arXiv 14 Aug 2026.

## Builds on (most cited first, 27 of 27)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Implicit Neural Representations with Periodic Activation Functions](https://mlsanity.com/paper/2006.09661/) (2020)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [GRM: Large Gaussian Reconstruction Model for Efficient 3D Reconstruction and Generation](https://mlsanity.com/paper/2403.14621/) (2024)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [Reducing the Memory Footprint of 3D Gaussian Splatting](https://mlsanity.com/paper/2406.17074/) (2024)
- [Compressive Neural Representations of Volumetric Scalar Fields](https://mlsanity.com/paper/2104.04523/) (2021)
- [Textured Gaussians for Enhanced 3D Scene Appearance Modeling](https://mlsanity.com/paper/2411.18625/) (2024)
- [Fast Neural Representations for Direct Volume Rendering](https://mlsanity.com/paper/2112.01579/) (2021)
- [DL4SciVis: A State-of-the-Art Survey on Deep Learning for Scientific Visualization](https://mlsanity.com/paper/2204.06504/) (2022)
- [Interactive Volume Visualization via Multi-Resolution Hash Encoding based Neural Representation](https://mlsanity.com/paper/2207.11620/) (2022)
- [iVR-GS: Inverse Volume Rendering for Explorable Visualization via Editable 3D Gaussian Splatting](https://mlsanity.com/paper/2504.17954/) (2025)
- [Application of 3D Gaussian Splatting for Cinematic Anatomy on Consumer Class Devices](https://mlsanity.com/paper/2404.11285/) (2024)
- [NekRS, a GPU-Accelerated Spectral Element Navier-Stokes Solver](https://mlsanity.com/paper/2104.05829/) (2021)
- [Distributed Neural Representation for Reactive in situ Visualization](https://mlsanity.com/paper/2304.10516/) (2023)
- [FoVolNet: Fast Volume Rendering using Foveated Deep Neural Networks](https://mlsanity.com/paper/2209.09965/) (2022)
- [Volume Encoding Gaussians: Transfer Function-Agnostic 3D Gaussians for Volume Rendering](https://mlsanity.com/paper/2504.13339/) (2025)
- [GSCache: Real-Time Radiance Caching for Volume Path Tracing using 3D Gaussian Splatting](https://mlsanity.com/paper/2507.19718/) (2025)
- [ECoNGS: Efficient Compressive Neural Gaussian Splats for Volume Visualization](https://mlsanity.com/paper/2607.18466/) (2026)
- [Diva: A Declarative and Reactive Language for In-Situ Visualization](https://mlsanity.com/paper/2001.11604/) (2020)
- [Toward Distributed 3D Gaussian Splatting for High-Resolution Isosurface Visualization](https://mlsanity.com/paper/2509.05216/) (2025)
- [ANTIC: Adaptive Neural Temporal In-situ Compressor](https://mlsanity.com/paper/2604.09543/) (2026)
- [Efficient Compression of Structured and Unstructured Volumes via Learned 3D Gaussian Representation](https://mlsanity.com/paper/2607.01164/) (2026)
- [Coordinated 2D-3D Visualization of Volumetric Medical Data in XR with Multimodal Interactions](https://mlsanity.com/paper/2506.22926/) (2025)

## Built on by (most cited first, 1 of 1)

- [3D Field Data Reduction with Adaptive Sample-Based Gaussian-Encoded Reconstruction](https://mlsanity.com/paper/2609.16024/) (2026)

## Abstract (arXiv)

Scientific simulations often produce scalar volumes faster than they can be stored, transferred, and loaded, while in situ reduction must use only a limited share of simulation resources. This work encodes scalar fields as anisotropic Gaussian primitives under a fixed budget. The complete primitive set is allocated analytically from local field structure, including position, orientation, and shape, then refined directly against the scalar field without densification, pruning, or count changes. The selected budget determines encoded storage before refinement and, together with the iteration schedule, provides a controllable refinement-time budget. In a controlled benchmark, truncation-aware field evaluation reduces encoding time by up to 51x; 1.4 million Gaussians encode a billion-voxel volume in at most four minutes on one desktop GPU, with reduced-iteration refinement completing in under one minute. Across five datasets spanning 2.1 million to 1.1 billion evaluated voxels, compression-useful configurations achieve 15.0-38.7 dB PSNR at compression ratios from 2.2x to over 40,000x. Pre-encoding structure statistics characterize fields for which one-shot allocation yields limited gains from additional capacity. Because primitives retain scalar attributes rather than baked appearance, a single compact model serves every subsequent visualization state - supporting post-hoc transfer-function, colormap, lighting, and viewpoint changes without re-encoding.
