Steepest Descent Density Control for Compact 3D Gaussian Splatting
Peihao Wang, Yuehao Wang, Dilin Wang, Sreyas Mohan, Zhiwen Fan, Lemeng Wu, Ruisi Cai, Yu-Ying Yeh, Zhangyang Wang, Qiang Liu, Rakesh Ranjan

TL;DR
This paper introduces SteepGS, a novel density control method for 3D Gaussian Splatting that reduces point cloud size by about 50% while preserving rendering quality, enabling more efficient and scalable scene representations.
Contribution
It provides a theoretical framework and optimization approach for density control in 3D Gaussian Splatting, leading to a compact point cloud with maintained quality.
Findings
Achieves ~50% reduction in Gaussian points
Maintains high-quality rendering with fewer points
Enhances efficiency and scalability of 3D scene representations
Abstract
3D Gaussian Splatting (3DGS) has emerged as a powerful technique for real-time, high-resolution novel view synthesis. By representing scenes as a mixture of Gaussian primitives, 3DGS leverages GPU rasterization pipelines for efficient rendering and reconstruction. To optimize scene coverage and capture fine details, 3DGS employs a densification algorithm to generate additional points. However, this process often leads to redundant point clouds, resulting in excessive memory usage, slower performance, and substantial storage demands - posing significant challenges for deployment on resource-constrained devices. To address this limitation, we propose a theoretical framework that demystifies and improves density control in 3DGS. Our analysis reveals that splitting is crucial for escaping saddle points. Through an optimization-theoretic approach, we establish the necessary conditions for…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Advanced Vision and Imaging · 3D Shape Modeling and Analysis
