Research map / 3D vision / Gaussian splatting
Optimized Minimal 3D Gaussian Splatting
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Proposes OMG, a 3DGS compression framework that reduces Gaussian count via a local-distinctiveness importance score and compresses attributes with sub-vector quantization plus a tiny neural space feature, reaching ~4 MB on Mip-NeRF 360 at 600+ FPS.
Problem
Compressing 3D Gaussian Splatting scenes when the number of Gaussians is drastically reduced; existing compression methods rely on over a million Gaussians and degrade when attributes of sparse Gaussians are quantized.
Approach
Combine a local distinctiveness importance term (appearance-feature difference to Morton-order neighbors) with a sparse-Gaussian attribute representation (per-Gaussian features plus a tiny neural space feature) and sub-vector quantization, which uses small codebooks and avoids the storage cost of residual VQ.
Key results
- On Mip-NeRF 360, OMG-XS reaches 4.06 MB with 27.06 PSNR and 350 FPS (612 FPS on RTX 4090), roughly halving storage versus LocoGS-S (7.90 MB).
- OMG-XL achieves 27.34 PSNR and 0.819 SSIM at 6.82 MB, surpassing LocoGS-L in all metrics on Mip-NeRF 360.
- Applied to 3DGS-MCMC on Zip-NeRF, MCMC+OMG reduces size from 675 MB to 29.0 MB while improving PSNR from 26.37 to 26.69.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use OMG-XS instead of LocoGS-S | Mip-NeRF 360 compression · Mip-NeRF 360 | Size (MB): 7.90 -> 4.06 | Helped |
| Use OMG-XS instead of LocoGS-S | Mip-NeRF 360 compression · Mip-NeRF 360 | PSNR: 27.04 -> 27.06 | No clear effect |
| Use OMG-XS instead of LocoGS-S | Mip-NeRF 360 rendering · Mip-NeRF 360 | FPS: 310 -> 350 | Helped |
| Apply OMG representation to 3DGS-MCMC | 3DGS-MCMC · Zip-NeRF | Size: 675 MB -> 29.0 MB | Helped |
| Apply OMG representation to 3DGS-MCMC | 3DGS-MCMC · Zip-NeRF | PSNR: 26.37 -> 26.69 | Helped |
| Replace SVQ with VQ (ablation) | OMG · Mip-NeRF 360 | PSNR: 27.06 -> 27.06; 27.21 -> 27.18; 27.34 -> 27.27 | Hurt |
| Replace SVQ with VQ (ablation) | OMG · Mip-NeRF 360 | CB Init (seconds): 4.8 -> 86.4; 7.6 -> 100.9; 7.9 -> 117.4 | Hurt |
| Replace SVQ with RVQ (ablation) | OMG · Mip-NeRF 360 | Size: 4.06 -> 4.19; 5.31 -> 5.52; 6.82 -> 7.10 | Hurt |
| Replace SVQ with RVQ (ablation) | OMG · Mip-NeRF 360 | PSNR: 27.06 -> 27.01; 27.21 -> 27.13; 27.34 -> 27.25 | Hurt |
| Use Morton-order neighbor approximation instead of KNN (ablation) | OMG-XS local-distinctiveness scoring · Mip-NeRF 360 | PSNR: 27.06 -> 27.07 | No clear effect |
| Use Morton-order neighbor approximation instead of KNN (ablation) | OMG-XS local-distinctiveness scoring · Mip-NeRF 360 | Time (ms): 4100 -> 28 | Helped |
| Add G-PCC position compression and Huffman encoding (ablation) | OMG variants · Mip-NeRF 360 | Size (MB): 5.82 -> 4.06; 6.83 -> 4.75; 7.66 -> 5.31; 9.47 -> 6.52; 9.89 -> 6.82 | Helped |
Surprising findings
- Naively combining Mini-Splatting with existing compressors (Compact-3DGS, LocoGS) degrades quality substantially, and Compact-3DGS training with Mini-Splatting pruning failed to converge.
Limitations
- Performance is bounded by the baselines (3DGS and Mini-Splatting), which fail to densify enough Gaussians on large-scale scenes such as Zip-NeRF.
- No error bars or statistical significance reported.
Experimental setup
Datasets: Mip-NeRF 360 Tanks&Temples Deep Blending Zip-NeRF
Benchmarks: Mip-NeRF 360 Tanks&Temples Deep Blending Zip-NeRF
Metrics: PSNR SSIM LPIPS Size (MB) FPS training time number of Gaussians
Baselines: 3DGS Scaffold-GS Mini-Splatting CompGS Compact-3DGS C3DGS LightGaussian EAGLES SOG HAC LocoGS
Builds on: 3D Gaussian Splatting Mini-Splatting LocoGS Product Quantization 3DGS-MCMC
Closest papers by meaning
- Fast Feedforward 3D Gaussian Splatting Compression (ICLR 2025 · similarity 0.94)
- Locality-aware Gaussian Compression for Fast and High-quality Rendering (ICLR 2025 · similarity 0.93)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.93)
- GaussianPro: 3D Gaussian Splatting with Progressive Propagation (ICML 2024 · similarity 0.93)
- FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering (CVPR 2025 · similarity 0.92)
- FlexGS: Train Once, Deploy Everywhere with Many-in-One Flexible 3D Gaussian Splatting (CVPR 2025 · similarity 0.92)
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