Compression in 3D Gaussian Splatting: A Survey of Methods, Trends, and Future Directions

Fuente: arXiv
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Autori principali: Ali, Muhammad Salman, Zhang, Chaoning, Cagnazzo, Marco, Valenzise, Giuseppe, Tartaglione, Enzo, Bae, Sung-Ho
Natura: Preprint
Pubblicazione: 2025
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author Ali, Muhammad Salman
Zhang, Chaoning
Cagnazzo, Marco
Valenzise, Giuseppe
Tartaglione, Enzo
Bae, Sung-Ho
author_facet Ali, Muhammad Salman
Zhang, Chaoning
Cagnazzo, Marco
Valenzise, Giuseppe
Tartaglione, Enzo
Bae, Sung-Ho
contents 3D Gaussian Splatting (3DGS) has recently emerged as a pioneering approach in explicit scene rendering and computer graphics. Unlike traditional neural radiance field (NeRF) methods, which typically rely on implicit, coordinate-based models to map spatial coordinates to pixel values, 3DGS utilizes millions of learnable 3D Gaussians. Its differentiable rendering technique and inherent capability for explicit scene representation and manipulation positions 3DGS as a potential game-changer for the next generation of 3D reconstruction and representation technologies. This enables 3DGS to deliver real-time rendering speeds while offering unparalleled editability levels. However, despite its advantages, 3DGS suffers from substantial memory and storage requirements, posing challenges for deployment on resource-constrained devices. In this survey, we provide a comprehensive overview focusing on the scalability and compression of 3DGS. We begin with a detailed background overview of 3DGS, followed by a structured taxonomy of existing compression methods. Additionally, we analyze and compare current methods from the topological perspective, evaluating their strengths and limitations in terms of fidelity, compression ratios, and computational efficiency. Furthermore, we explore how advancements in efficient NeRF representations can inspire future developments in 3DGS optimization. Finally, we conclude with current research challenges and highlight key directions for future exploration.
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id arxiv_https___arxiv_org_abs_2502_19457
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Compression in 3D Gaussian Splatting: A Survey of Methods, Trends, and Future Directions
Ali, Muhammad Salman
Zhang, Chaoning
Cagnazzo, Marco
Valenzise, Giuseppe
Tartaglione, Enzo
Bae, Sung-Ho
Graphics
3D Gaussian Splatting (3DGS) has recently emerged as a pioneering approach in explicit scene rendering and computer graphics. Unlike traditional neural radiance field (NeRF) methods, which typically rely on implicit, coordinate-based models to map spatial coordinates to pixel values, 3DGS utilizes millions of learnable 3D Gaussians. Its differentiable rendering technique and inherent capability for explicit scene representation and manipulation positions 3DGS as a potential game-changer for the next generation of 3D reconstruction and representation technologies. This enables 3DGS to deliver real-time rendering speeds while offering unparalleled editability levels. However, despite its advantages, 3DGS suffers from substantial memory and storage requirements, posing challenges for deployment on resource-constrained devices. In this survey, we provide a comprehensive overview focusing on the scalability and compression of 3DGS. We begin with a detailed background overview of 3DGS, followed by a structured taxonomy of existing compression methods. Additionally, we analyze and compare current methods from the topological perspective, evaluating their strengths and limitations in terms of fidelity, compression ratios, and computational efficiency. Furthermore, we explore how advancements in efficient NeRF representations can inspire future developments in 3DGS optimization. Finally, we conclude with current research challenges and highlight key directions for future exploration.
title Compression in 3D Gaussian Splatting: A Survey of Methods, Trends, and Future Directions
topic Graphics
url https://arxiv.org/abs/2502.19457