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arxiv 2412.20522 v3 pith:6LL5GI3P submitted 2024-12-29 cs.CV

MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Masks

classification cs.CV
keywords gaussianspruningmaskgaussianexistencegaussianissuemasksmethods
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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While 3D Gaussian Splatting (3DGS) has demonstrated remarkable performance in novel view synthesis and real-time rendering, the high memory consumption due to the use of millions of Gaussians limits its practicality. To mitigate this issue, improvements have been made by pruning unnecessary Gaussians, either through a hand-crafted criterion or by using learned masks. However, these methods deterministically remove Gaussians based on a snapshot of the pruning moment, leading to sub-optimized reconstruction performance from a long-term perspective. To address this issue, we introduce MaskGaussian, which models Gaussians as probabilistic entities rather than permanently removing them, and utilize them according to their probability of existence. To achieve this, we propose a masked-rasterization technique that enables unused yet probabilistically existing Gaussians to receive gradients, allowing for dynamic assessment of their contribution to the evolving scene and adjustment of their probability of existence. Hence, the importance of Gaussians iteratively changes and the pruned Gaussians are selected diversely. Extensive experiments demonstrate the superiority of the proposed method in achieving better rendering quality with fewer Gaussians than previous pruning methods, pruning over 60% of Gaussians on average with only a 0.02 PSNR decline. Our code can be found at: https://github.com/kaikai23/MaskGaussian

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Cited by 2 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. Gaussians on a Diet: High-Quality Memory-Bounded 3D Gaussian Splatting Training

    cs.CV 2026-04 conditional novelty 6.0

    A dynamic training framework for 3D Gaussian Splatting alternates incremental pruning and adaptive growing of primitives to maintain high rendering quality at up to 80% lower peak memory than standard 3DGS.

  2. Pocket-SLAM: Rendering-Area-Aware Pruning for Memory-Efficient 3DGS-SLAM

    cs.CV 2026-06 unverdicted novelty 5.0

    Pocket-SLAM introduces rendering-area-aware pruning for 3DGS-SLAM, claiming over 60% memory reduction and 2x FPS gain on EuRoC and KITTI while keeping localization and mapping accuracy.