Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians
Guangchi Fang, Bing Wang
TL;DR
The paper tackles the inefficiency of representing complex scenes with millions of Gaussians in 3D Gaussian Splatting due to nonuniform spatial distribution. It introduces Mini-Splatting, a densification–simplification framework that repositions Gaussians using blur split and depth initialization, followed by intersection-preserving and sampling-based simplification, all within a rasterization pipeline. Three implementation variants are proposed to balance resource use, rendering quality, and storage: Mini-Splatting, Mini-Splatting-D, and Mini-Splatting-C. Experimental results across multiple real-world datasets show that Mini-Splatting achieves higher rendering quality with fewer Gaussians and demonstrates efficiency gains and storage advantages, establishing a strong baseline for Gaussian-Splatting-based work.
Abstract
In this study, we explore the challenge of efficiently representing scenes with a constrained number of Gaussians. Our analysis shifts from traditional graphics and 2D computer vision to the perspective of point clouds, highlighting the inefficient spatial distribution of Gaussian representation as a key limitation in model performance. To address this, we introduce strategies for densification including blur split and depth reinitialization, and simplification through intersection preserving and sampling. These techniques reorganize the spatial positions of the Gaussians, resulting in significant improvements across various datasets and benchmarks in terms of rendering quality, resource consumption, and storage compression. Our Mini-Splatting integrates seamlessly with the original rasterization pipeline, providing a strong baseline for future research in Gaussian-Splatting-based works. \href{https://github.com/fatPeter/mini-splatting}{Code is available}.
