TL;DR
ControlGS introduces a universal control framework for 3D Gaussian Splatting that dynamically balances rendering quality and model compression, enabling deployment across diverse scenes and device constraints.
Contribution
It proposes a scene-agnostic, continuous control mechanism for Gaussian count and quality trade-off, improving deployment flexibility and rendering performance.
Findings
Achieves higher rendering quality with fewer Gaussians.
Works effectively across various scene scales and complexities.
Provides a unified control hyperparameter for flexible model tuning.
Abstract
3D Gaussian Splatting (3DGS) is a highly deployable real-time method for novel view synthesis. In practice, it requires a universal, consistent control mechanism that adjusts the trade-off between rendering quality and model compression without scene-specific tuning, enabling automated deployment across different device performances and communication bandwidths. In this work, we present ControlGS, a control-oriented optimization framework that maps the trade-off between Gaussian count and rendering quality to a continuous, scene-agnostic, and highly responsive control axis. Extensive experiments across a wide range of scene scales and types (from small objects to large outdoor scenes) demonstrate that, by adjusting a globally unified control hyperparameter, ControlGS can flexibly generate models biased toward either structural compactness or high fidelity, regardless of the specific…
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