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Taming 3DGS: High-Quality Radiance Fields with Limited Resources

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arxiv 2406.15643 v1 pith:2JXQCR5H submitted 2024-06-21 cs.CV cs.GR

classification cs.CVcs.GR
keywords trainingqualitydensificationgaussiansmodelrenderingaddressbudget
verification ladder T0 review T1 audit T2 compute T3 formal
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3D Gaussian Splatting (3DGS) has transformed novel-view synthesis with its fast, interpretable, and high-fidelity rendering. However, its resource requirements limit its usability. Especially on constrained devices, training performance degrades quickly and often cannot complete due to excessive memory consumption of the model. The method converges with an indefinite number of Gaussians -- many of them redundant -- making rendering unnecessarily slow and preventing its usage in downstream tasks that expect fixed-size inputs. To address these issues, we tackle the challenges of training and rendering 3DGS models on a budget. We use a guided, purely constructive densification process that steers densification toward Gaussians that raise the reconstruction quality. Model size continuously increases in a controlled manner towards an exact budget, using score-based densification of Gaussians with training-time priors that measure their contribution. We further address training speed obstacles: following a careful analysis of 3DGS' original pipeline, we derive faster, numerically equivalent solutions for gradient computation and attribute updates, including an alternative parallelization for efficient backpropagation. We also propose quality-preserving approximations where suitable to reduce training time even further. Taken together, these enhancements yield a robust, scalable solution with reduced training times, lower compute and memory requirements, and high quality. Our evaluation shows that in a budgeted setting, we obtain competitive quality metrics with 3DGS while achieving a 4--5x reduction in both model size and training time. With more generous budgets, our measured quality surpasses theirs. These advances open the door for novel-view synthesis in constrained environments, e.g., mobile devices.

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Cited by 4 Pith papers

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

  1. AnchorSplat: Feed-Forward 3D Gaussian Splatting with 3D Geometric Priors

    cs.CV 2026-04 unverdicted novelty 7.0 of 10

    AnchorSplat uses anchor-aligned 3D Gaussians guided by geometric priors for feed-forward scene reconstruction, achieving SOTA novel view synthesis on ScanNet++ with fewer primitives and better view consistency.

  2. AsySplat: Efficient Asymmetric 3D Gaussian Splatting for Long-Sequence Scene Modeling

    cs.CV 2026-07 accept novelty 6.0 of 10

    An asymmetric geometry-appearance architecture for generalizable 3DGS reallocates computation so smaller models match optimization-based NVS quality at ~800× speedup on 32-view 960P inputs while improving zero-shot results.

  3. Decomposing Densification in Gaussian Splatting for Faster 3D Scene Reconstruction

    cs.CV 2025-07 conditional novelty 5.0 of 10

    A split-then-clone densification schedule with energy-guided multi-resolution training roughly halves 3D Gaussian Splatting training time while keeping reconstruction quality.

  4. Genie Sim PanoRecon: Fast Immersive Scene Generation from Single-View Panorama

    cs.RO 2026-04 unverdicted novelty 4.0 of 10

    A feed-forward Gaussian-splatting system reconstructs photo-realistic 3D scenes from single-view panoramas in seconds via cube-map decomposition and depth-aware fusion for robotic simulation use.

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