ProtoGS: Efficient and High-Quality Rendering with 3D Gaussian Prototypes
Zhengqing Gao, Dongting Hu, Jia-Wang Bian, Huan Fu, Yan Li, Tongliang Liu, Mingming Gong, Kun Zhang
TL;DR
ProtoGS addresses the memory bottleneck of 3D Gaussian Splatting by learning a compact set of Gaussian prototypes that represent nearby primitives. It introduces SfM anchoring to tile primitives and a rendering-guided K-means objective to derive prototypes within each tile, with joint optimization that preserves geometry and texture while replacing primitives with prototypes. Unlike methods relying on implicit MLPs, ProtoGS maintains fast rendering and high fidelity across diverse datasets, achieving substantial reductions in primitive counts and storage while boosting rendering speed. The results demonstrate strong compression-quality trade-offs and practical potential for real-time 3D scene rendering in AR/VR contexts.
Abstract
3D Gaussian Splatting (3DGS) has made significant strides in novel view synthesis but is limited by the substantial number of Gaussian primitives required, posing challenges for deployment on lightweight devices. Recent methods address this issue by compressing the storage size of densified Gaussians, yet fail to preserve rendering quality and efficiency. To overcome these limitations, we propose ProtoGS to learn Gaussian prototypes to represent Gaussian primitives, significantly reducing the total Gaussian amount without sacrificing visual quality. Our method directly uses Gaussian prototypes to enable efficient rendering and leverage the resulting reconstruction loss to guide prototype learning. To further optimize memory efficiency during training, we incorporate structure-from-motion (SfM) points as anchor points to group Gaussian primitives. Gaussian prototypes are derived within each group by clustering of K-means, and both the anchor points and the prototypes are optimized jointly. Our experiments on real-world and synthetic datasets prove that we outperform existing methods, achieving a substantial reduction in the number of Gaussians, and enabling high rendering speed while maintaining or even enhancing rendering fidelity.
