SUCCESS-GS: Survey of Compactness and Compression for Efficient Static and Dynamic Gaussian Splatting
Seokhyun Youn, Soohyun Lee, Geonho Kim, Weeyoung Kwon, Sung-Ho Bae, Jihyong Oh
TL;DR
The paper surveys Efficient Gaussian Splatting (3DGS/4DGS) with two main directions: Parameter Compression and Restructuring Compression, detailing static and dynamic techniques to reduce memory and compute while preserving rendering quality. It synthesizes methods ranging from pruning, quantization, and entropy coding to anchor-based, canonical deformable, and LoD hierarchical architectures, supported by datasets and evaluation metrics for fair benchmarking. The work highlights current limitations—hardware constraints, long-sequence dynamics, generalization gaps, and need for semantically-aware, user-controllable trade-offs—and outlines promising future directions toward scalable, real-time Gaussian Splatting for static and dynamic scenes.
Abstract
3D Gaussian Splatting (3DGS) has emerged as a powerful explicit representation enabling real-time, high-fidelity 3D reconstruction and novel view synthesis. However, its practical use is hindered by the massive memory and computational demands required to store and render millions of Gaussians. These challenges become even more severe in 4D dynamic scenes. To address these issues, the field of Efficient Gaussian Splatting has rapidly evolved, proposing methods that reduce redundancy while preserving reconstruction quality. This survey provides the first unified overview of efficient 3D and 4D Gaussian Splatting techniques. For both 3D and 4D settings, we systematically categorize existing methods into two major directions, Parameter Compression and Restructuring Compression, and comprehensively summarize the core ideas and methodological trends within each category. We further cover widely used datasets, evaluation metrics, and representative benchmark comparisons. Finally, we discuss current limitations and outline promising research directions toward scalable, compact, and real-time Gaussian Splatting for both static and dynamic 3D scene representation.
