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Compressing 3D Gaussian Splatting by Noise-Substituted Vector Quantization

Abstract

3D Gaussian Splatting (3DGS) has demonstrated remarkable effectiveness in 3D reconstruction, achieving high-quality results with real-time radiance field rendering. However, a key challenge is the substantial storage cost: reconstructing a single scene typically requires millions of Gaussian splats, each represented by 59 floating-point parameters, resulting in approximately 1 GB of memory. To address this challenge, we propose a compression method by building separate attribute codebooks and storing only discrete code indices. Specifically, we employ noise-substituted vector quantization technique to jointly train the codebooks and model features, ensuring consistency between gradient descent optimization and parameter discretization. Our method reduces the memory consumption efficiently (around 45×45\times) while maintaining competitive reconstruction quality on standard 3D benchmark scenes. Experiments on different codebook sizes show the trade-off between compression ratio and image quality. Furthermore, the trained compressed model remains fully compatible with popular 3DGS viewers and enables faster rendering speed, making it well-suited for practical applications.

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@article{wang2025_2504.03059,
  title={ Compressing 3D Gaussian Splatting by Noise-Substituted Vector Quantization },
  author={ Haishan Wang and Mohammad Hassan Vali and Arno Solin },
  journal={arXiv preprint arXiv:2504.03059},
  year={ 2025 }
}
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