CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization
KL Navaneet, Kossar Pourahmadi Meibodi, Soroush Abbasi Koohpayegani, Hamed Pirsiavash
TL;DR
CompGS addresses the large storage demands of 3D Gaussian Splatting by applying vector quantization to Gaussian parameters during training, building compact per-parameter codebooks and per-Gaussian indices, and using run-length encoding to compress the index stream. An opacity regularizer promotes pruning of near-invisible Gaussians, enabling substantial reductions in memory (40–50x) and faster rendering (2–3x) with minimal quality loss, while BitQ further increases compression to ~65x. The method preserves 3DGS's rendering speed and quality on multiple benchmarks, including AR/VR-scale datasets, making radiance-field representations more practical for edge devices. The work also provides extensive ablations and analysis on codebook design, parameter quantization, and cross-scene generalization of the codebooks.
Abstract
3D Gaussian Splatting (3DGS) is a new method for modeling and rendering 3D radiance fields that achieves much faster learning and rendering time compared to SOTA NeRF methods. However, it comes with a drawback in the much larger storage demand compared to NeRF methods since it needs to store the parameters for several 3D Gaussians. We notice that many Gaussians may share similar parameters, so we introduce a simple vector quantization method based on K-means to quantize the Gaussian parameters while optimizing them. Then, we store the small codebook along with the index of the code for each Gaussian. We compress the indices further by sorting them and using a method similar to run-length encoding. Moreover, we use a simple regularizer to encourage zero opacity (invisible Gaussians) to reduce the storage and rendering time by a large factor through reducing the number of Gaussians. We do extensive experiments on standard benchmarks as well as an existing 3D dataset that is an order of magnitude larger than the standard benchmarks used in this field. We show that our simple yet effective method can reduce the storage cost for 3DGS by 40 to 50x and rendering time by 2 to 3x with a very small drop in the quality of rendered images.
