Taming 3DGS: High-Quality Radiance Fields with Limited Resources
Saswat Subhajyoti Mallick, Rahul Goel, Bernhard Kerbl, Francisco, Vicente Carrasco, Markus Steinberger, Fernando De La Torre

TL;DR
This paper introduces a resource-efficient approach to 3D Gaussian Splatting that reduces training time and memory use while maintaining high-quality novel-view synthesis, enabling deployment on constrained devices.
Contribution
We develop a guided densification process and optimized training algorithms for 3DGS, significantly reducing resource requirements and improving scalability without sacrificing quality.
Findings
Achieved 4-5x reduction in training time and model size.
Maintained competitive quality metrics within resource budgets.
Surpassed original 3DGS quality with larger budgets.
Abstract
3D Gaussian Splatting (3DGS) has transformed novel-view synthesis with its fast, interpretable, and high-fidelity rendering. However, its resource requirements limit its usability. Especially on constrained devices, training performance degrades quickly and often cannot complete due to excessive memory consumption of the model. The method converges with an indefinite number of Gaussians -- many of them redundant -- making rendering unnecessarily slow and preventing its usage in downstream tasks that expect fixed-size inputs. To address these issues, we tackle the challenges of training and rendering 3DGS models on a budget. We use a guided, purely constructive densification process that steers densification toward Gaussians that raise the reconstruction quality. Model size continuously increases in a controlled manner towards an exact budget, using score-based densification of Gaussians…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques
MethodsSPEED: Separable Pyramidal Pooling EncodEr-Decoder for Real-Time Monocular Depth Estimation on Low-Resource Settings
