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LP-3DGS: Learning to Prune 3D Gaussian Splatting

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arxiv 2405.18784 v1 pith:C3STQEWC submitted 2024-05-29 cs.CV

LP-3DGS: Learning to Prune 3D Gaussian Splatting

classification cs.CV
keywords highlp-3dgspruningqualityratioscenebinarygaussian
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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Recently, 3D Gaussian Splatting (3DGS) has become one of the mainstream methodologies for novel view synthesis (NVS) due to its high quality and fast rendering speed. However, as a point-based scene representation, 3DGS potentially generates a large number of Gaussians to fit the scene, leading to high memory usage. Improvements that have been proposed require either an empirical and preset pruning ratio or importance score threshold to prune the point cloud. Such hyperparamter requires multiple rounds of training to optimize and achieve the maximum pruning ratio, while maintaining the rendering quality for each scene. In this work, we propose learning-to-prune 3DGS (LP-3DGS), where a trainable binary mask is applied to the importance score that can find optimal pruning ratio automatically. Instead of using the traditional straight-through estimator (STE) method to approximate the binary mask gradient, we redesign the masking function to leverage the Gumbel-Sigmoid method, making it differentiable and compatible with the existing training process of 3DGS. Extensive experiments have shown that LP-3DGS consistently produces a good balance that is both efficient and high quality.

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Forward citations

Cited by 3 Pith papers

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

  1. AtlasLC: Fast Codec-Ready Compression of Object-Centric 3D Gaussian Splatting

    cs.GR 2026-07 conditional novelty 6.0

    A training-free pipeline prunes object-centric 3D Gaussian splats by local competition and packs them into deterministic codec-ready atlases, cutting preparation time and payload with modest quality loss.

  2. 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.

  3. 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.