Gradient-Driven Natural Selection for Compact 3D Gaussian Splatting
Xiaobin Deng, Qiuli Yu, Changyu Diao, Min Li, Duanqing Xu
TL;DR
This work tackles the storage and compute burden of 3D Gaussian Splatting (3DGS) by introducing a natural-selection–inspired pruning framework. A globally applied regularization gradient on opacities competes with rendering- quality gradients to autonomously determine which Gaussians to retain, eliminating the need for manual pruning rules or extra parameters. A finite-prior opacity decay accelerates pruning without sacrificing quality, enabling state-of-the-art performance with only 15% of the original Gaussian budget and faster convergence. The approach yields more uniform Gaussian distributions, preserves rendering fidelity, and is readily portable to advanced 3DGS variants, offering practical improvements for compact, real-time 3D scene representations.
Abstract
3DGS employs a large number of Gaussian primitives to fit scenes, resulting in substantial storage and computational overhead. Existing pruning methods rely on manually designed criteria or introduce additional learnable parameters, yielding suboptimal results. To address this, we propose an natural selection inspired pruning framework that models survival pressure as a regularization gradient field applied to opacity, allowing the optimization gradients--driven by the goal of maximizing rendering quality--to autonomously determine which Gaussians to retain or prune. This process is fully learnable and requires no human intervention. We further introduce an opacity decay technique with a finite opacity prior, which accelerates the selection process without compromising pruning effectiveness. Compared to 3DGS, our method achieves over 0.6 dB PSNR gain under 15\% budgets, establishing state-of-the-art performance for compact 3DGS. Project page https://xiaobin2001.github.io/GNS-web.
