Steepest Descent Density Control for Compact 3D Gaussian Splatting

Fuente: arXiv
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Hauptverfasser: Wang, Peihao, Wang, Yuehao, Wang, Dilin, Mohan, Sreyas, Fan, Zhiwen, Wu, Lemeng, Cai, Ruisi, Yeh, Yu-Ying, Wang, Zhangyang, Liu, Qiang, Ranjan, Rakesh
Format: Preprint
Veröffentlicht: 2025
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author Wang, Peihao
Wang, Yuehao
Wang, Dilin
Mohan, Sreyas
Fan, Zhiwen
Wu, Lemeng
Cai, Ruisi
Yeh, Yu-Ying
Wang, Zhangyang
Liu, Qiang
Ranjan, Rakesh
author_facet Wang, Peihao
Wang, Yuehao
Wang, Dilin
Mohan, Sreyas
Fan, Zhiwen
Wu, Lemeng
Cai, Ruisi
Yeh, Yu-Ying
Wang, Zhangyang
Liu, Qiang
Ranjan, Rakesh
contents 3D Gaussian Splatting (3DGS) has emerged as a powerful technique for real-time, high-resolution novel view synthesis. By representing scenes as a mixture of Gaussian primitives, 3DGS leverages GPU rasterization pipelines for efficient rendering and reconstruction. To optimize scene coverage and capture fine details, 3DGS employs a densification algorithm to generate additional points. However, this process often leads to redundant point clouds, resulting in excessive memory usage, slower performance, and substantial storage demands - posing significant challenges for deployment on resource-constrained devices. To address this limitation, we propose a theoretical framework that demystifies and improves density control in 3DGS. Our analysis reveals that splitting is crucial for escaping saddle points. Through an optimization-theoretic approach, we establish the necessary conditions for densification, determine the minimal number of offspring Gaussians, identify the optimal parameter update direction, and provide an analytical solution for normalizing off-spring opacity. Building on these insights, we introduce SteepGS, incorporating steepest density control, a principled strategy that minimizes loss while maintaining a compact point cloud. SteepGS achieves a ~50% reduction in Gaussian points without compromising rendering quality, significantly enhancing both efficiency and scalability.
format Preprint
id arxiv_https___arxiv_org_abs_2505_05587
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Steepest Descent Density Control for Compact 3D Gaussian Splatting
Wang, Peihao
Wang, Yuehao
Wang, Dilin
Mohan, Sreyas
Fan, Zhiwen
Wu, Lemeng
Cai, Ruisi
Yeh, Yu-Ying
Wang, Zhangyang
Liu, Qiang
Ranjan, Rakesh
Computer Vision and Pattern Recognition
3D Gaussian Splatting (3DGS) has emerged as a powerful technique for real-time, high-resolution novel view synthesis. By representing scenes as a mixture of Gaussian primitives, 3DGS leverages GPU rasterization pipelines for efficient rendering and reconstruction. To optimize scene coverage and capture fine details, 3DGS employs a densification algorithm to generate additional points. However, this process often leads to redundant point clouds, resulting in excessive memory usage, slower performance, and substantial storage demands - posing significant challenges for deployment on resource-constrained devices. To address this limitation, we propose a theoretical framework that demystifies and improves density control in 3DGS. Our analysis reveals that splitting is crucial for escaping saddle points. Through an optimization-theoretic approach, we establish the necessary conditions for densification, determine the minimal number of offspring Gaussians, identify the optimal parameter update direction, and provide an analytical solution for normalizing off-spring opacity. Building on these insights, we introduce SteepGS, incorporating steepest density control, a principled strategy that minimizes loss while maintaining a compact point cloud. SteepGS achieves a ~50% reduction in Gaussian points without compromising rendering quality, significantly enhancing both efficiency and scalability.
title Steepest Descent Density Control for Compact 3D Gaussian Splatting
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2505.05587