Reducing the Memory Footprint of 3D Gaussian Splatting

Fuente: arXiv
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Autores principales: Papantonakis, Panagiotis, Kopanas, Georgios, Kerbl, Bernhard, Lanvin, Alexandre, Drettakis, George
Formato: Preprint
Publicado: 2024
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author Papantonakis, Panagiotis
Kopanas, Georgios
Kerbl, Bernhard
Lanvin, Alexandre
Drettakis, George
author_facet Papantonakis, Panagiotis
Kopanas, Georgios
Kerbl, Bernhard
Lanvin, Alexandre
Drettakis, George
contents 3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and real-time rendering; unfortunately, the memory requirements of this method for storing and transmission are unreasonably high. We first analyze the reasons for this, identifying three main areas where storage can be reduced: the number of 3D Gaussian primitives used to represent a scene, the number of coefficients for the spherical harmonics used to represent directional radiance, and the precision required to store Gaussian primitive attributes. We present a solution to each of these issues. First, we propose an efficient, resolution-aware primitive pruning approach, reducing the primitive count by half. Second, we introduce an adaptive adjustment method to choose the number of coefficients used to represent directional radiance for each Gaussian primitive, and finally a codebook-based quantization method, together with a half-float representation for further memory reduction. Taken together, these three components result in a 27 reduction in overall size on disk on the standard datasets we tested, along with a 1.7 speedup in rendering speed. We demonstrate our method on standard datasets and show how our solution results in significantly reduced download times when using the method on a mobile device.
format Preprint
id arxiv_https___arxiv_org_abs_2406_17074
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Reducing the Memory Footprint of 3D Gaussian Splatting
Papantonakis, Panagiotis
Kopanas, Georgios
Kerbl, Bernhard
Lanvin, Alexandre
Drettakis, George
Computer Vision and Pattern Recognition
3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and real-time rendering; unfortunately, the memory requirements of this method for storing and transmission are unreasonably high. We first analyze the reasons for this, identifying three main areas where storage can be reduced: the number of 3D Gaussian primitives used to represent a scene, the number of coefficients for the spherical harmonics used to represent directional radiance, and the precision required to store Gaussian primitive attributes. We present a solution to each of these issues. First, we propose an efficient, resolution-aware primitive pruning approach, reducing the primitive count by half. Second, we introduce an adaptive adjustment method to choose the number of coefficients used to represent directional radiance for each Gaussian primitive, and finally a codebook-based quantization method, together with a half-float representation for further memory reduction. Taken together, these three components result in a 27 reduction in overall size on disk on the standard datasets we tested, along with a 1.7 speedup in rendering speed. We demonstrate our method on standard datasets and show how our solution results in significantly reduced download times when using the method on a mobile device.
title Reducing the Memory Footprint of 3D Gaussian Splatting
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2406.17074