MMGS: 10$\times$ Compressed 3DGS through Optimal Transport Aggregation based on Multi-view Ranking
- URL: http://arxiv.org/abs/2605.19304v1
- Date: Tue, 19 May 2026 03:33:02 GMT
- Title: MMGS: 10$\times$ Compressed 3DGS through Optimal Transport Aggregation based on Multi-view Ranking
- Abstract summary: We propose a novel framework that formulates Gaussian optimization as a global geometric distribution matching problem.<n>Our approach achieves state-of-the-art rendering quality with only textbf10$%$ primitives and textbf10$times$ accelerated training speeds compared to vanilla 3DGS.
- Score: 6.445070918236315
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: While 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction, it suffers from significant overhead due to massive redundant primitives. Existing compression methods typically rely on local sampling or fixed pruning thresholds, which often struggle to balance redundancy reduction with high-fidelity rendering. To address this, we propose a novel framework that formulates Gaussian optimization as a global geometric distribution matching problem. Specifically, our approach integrates three components: (1) we introduce a multi-view 3D Gaussian contribution ranking mechanism that filters primitives using geometric consistency instead of local heuristics; (2) we propose a global Optimal Transport (OT)-based aggregation algorithm that merges redundant primitives while preserving the underlying geometry; and (3) we design an OT-based densification operator that maintains the Gaussian's distributional properties for stable optimization. Our approach achieves state-of-the-art rendering quality with only \textbf{10$\%$} primitives and \textbf{10$\times$} accelerated training speeds compared to vanilla 3DGS.
Related papers
- ReorgGS: Equivalent Distribution Reorganization for 3D Gaussian Splatting [7.439138611635001]
A converged 3D Gaussian Splatting (3DGS) model may approximate the target scene while remaining poorly parameterized for further optimization.<n>We propose ReorgGS, an equivalent distribution reorganization method for converged 3DGS models.
arXiv Detail & Related papers (2026-05-09T06:59:31Z) - GS^2: Graph-based Spatial Distribution Optimization for Compact 3D Gaussian Splatting [50.2045409672451]
3D Gaussian Splatting (3DGS) has demonstrated breakthrough performance in novel view synthesis and real-time rendering.<n>It is constrained by the high memory cost due to a huge number of Gaussian points.<n>We propose graph-based spatial distribution optimization for compact 3DGS.
arXiv Detail & Related papers (2026-04-02T10:41:51Z) - BalanceGS: Algorithm-System Co-design for Efficient 3D Gaussian Splatting Training on GPU [14.147819226084627]
3DGS has emerged as a promising 3D reconstruction technique.<n>We introduce BalanceGS, the algorithm-system co-design for efficient training in 3DGS.<n>Our approach achieves a 1.44$times$ training speedup on a NVIDIA A100 GPU with negligible quality degradation.
arXiv Detail & Related papers (2025-10-16T11:16:58Z) - Gaussian Herding across Pens: An Optimal Transport Perspective on Global Gaussian Reduction for 3DGS [13.03299802566674]
3DGS has emerged as a powerful technique for radiance field rendering, but it typically requires millions of redundant Gaussian primitives.<n>We propose a novel optimal transport perspective that casts 3DGS compaction as global Gaussian mixture reduction.<n>Our method is applicable to any stage of vanilla or accelerated 3DGS pipelines, providing an efficient and agnostic pathway to lightweight neural rendering.
arXiv Detail & Related papers (2025-06-11T09:04:44Z) - Second-order Optimization of Gaussian Splats with Importance Sampling [51.95046424364725]
3D Gaussian Splatting (3DGS) is widely used for novel view rendering due to its high quality and fast inference time.<n>We propose a novel second-order optimization strategy based on Levenberg-Marquardt (LM) and Conjugate Gradient (CG)<n>Our method achieves a $3times$ speedup over standard LM and outperforms Adam by $6times$ when the Gaussian count is low.
arXiv Detail & Related papers (2025-04-17T12:52:08Z) - DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds [71.37326848614133]
We propose DashGaussian, a scheduling scheme over the optimization complexity of 3DGS.<n>We show that our method accelerates the optimization of various 3DGS backbones by 45.7% on average.
arXiv Detail & Related papers (2025-03-24T07:17:27Z) - GaussianSpa: An "Optimizing-Sparsifying" Simplification Framework for Compact and High-Quality 3D Gaussian Splatting [12.342660713851227]
3D Gaussian Splatting (3DGS) has emerged as a mainstream for novel view synthesis, leveraging continuous aggregations of Gaussian functions.<n>3DGS suffers from substantial memory requirements to store the multitude of Gaussians, hindering its practicality.<n>We introduce GaussianSpa, an optimization-based simplification framework for compact and high-quality 3DGS.
arXiv Detail & Related papers (2024-11-09T00:38:06Z) - MCGS: Multiview Consistency Enhancement for Sparse-View 3D Gaussian Radiance Fields [100.90743697473232]
Radiance fields represented by 3D Gaussians excel at synthesizing novel views, offering both high training efficiency and fast rendering.<n>Existing methods often incorporate depth priors from dense estimation networks but overlook the inherent multi-view consistency in input images.<n>We propose a view synthesis framework based on 3D Gaussian Splatting, enabling scene reconstruction from sparse views.
arXiv Detail & Related papers (2024-10-15T08:39:05Z) - CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splatting [68.94594215660473]
We propose an efficient 3D scene representation, named Compressed Gaussian Splatting (CompGS)
We exploit a small set of anchor primitives for prediction, allowing the majority of primitives to be encapsulated into highly compact residual forms.
Experimental results show that the proposed CompGS significantly outperforms existing methods, achieving superior compactness in 3D scene representation without compromising model accuracy and rendering quality.
arXiv Detail & Related papers (2024-04-15T04:50:39Z) - GaussianPro: 3D Gaussian Splatting with Progressive Propagation [49.918797726059545]
3DGS relies heavily on the point cloud produced by Structure-from-Motion (SfM) techniques.
We propose a novel method that applies a progressive propagation strategy to guide the densification of the 3D Gaussians.
Our method significantly surpasses 3DGS on the dataset, exhibiting an improvement of 1.15dB in terms of PSNR.
arXiv Detail & Related papers (2024-02-22T16:00:20Z) - GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting [51.96353586773191]
We introduce textbfGS-SLAM that first utilizes 3D Gaussian representation in the Simultaneous Localization and Mapping system.
Our method utilizes a real-time differentiable splatting rendering pipeline that offers significant speedup to map optimization and RGB-D rendering.
Our method achieves competitive performance compared with existing state-of-the-art real-time methods on the Replica, TUM-RGBD datasets.
arXiv Detail & Related papers (2023-11-20T12:08:23Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.