# Non-Uniform Quantisation for 3DGS Compression

arXiv: https://arxiv.org/abs/2608.28272 · HTML: https://mlsanity.com/paper/2608.28272/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 12 of its 29 references that are in the map.
- First posted on arXiv 28 Aug 2026.

## Builds on (most cited first, 12 of 12)

- [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)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [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)
- [CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization](https://mlsanity.com/paper/2311.18159/) (2023)
- [GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering](https://mlsanity.com/paper/2402.10128/) (2024)
- [MesonGS: Post-training Compression of 3D Gaussians via Efficient Attribute Transformation](https://mlsanity.com/paper/2409.09756/) (2024)
- [Triangle Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2505.19175/) (2025)
- [Quadratic Gaussian Splatting: High Quality Surface Reconstruction with Second-order Geometric Primitives](https://mlsanity.com/paper/2411.16392/) (2024)
- [Adaptive Voxelization for Transform coding of 3D Gaussian splatting data](https://mlsanity.com/paper/2506.00271/) (2025)
- [Fourier Splatting: Generalized Fourier encoded primitives for scalable radiance fields](https://mlsanity.com/paper/2603.19834/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, yet its high bitrate requirements pose significant challenges for storage and transmission. To enable practical applications and ensure interoperability within the 3DGS ecosystem, standardised compression formats are essential. In this paper, we propose a novel non-uniform quantisation scheme specifically tailored for 3DGS models. Our approach adapts to the underlying data distribution by applying importance-weighted quantisation and eliminating post-voxelisation redundancy through importance weighted merging. Extensive evaluations on benchmark datasets demonstrate that our method achieves state-of-the-art compression performance. Furthermore, the proposed scheme is compatible with any point-cloud-based representation and is intended as a formal contribution to the upcoming MPEG 3DGS compression standardisation activities.
