TL;DR
3DTurboQuant introduces a training-free, near-optimal quantization method for 3D reconstruction models that leverages random rotations and theoretical bounds, eliminating the need for data-dependent codebook learning.
Contribution
It develops a dimension-dependent criterion and bounds for quantization, enabling efficient, data-independent compression of 3D models without training or calibration.
Findings
Compresses 3DGS by 3.5x with minimal PSNR loss
Reduces DUSt3R KV caches by 7.9x with high fidelity
Achieves seconds-long compression without training or codebook learning
Abstract
Every existing method for compressing 3D Gaussian Splatting, NeRF, or transformer-based 3D reconstructors requires learning a data-dependent codebook through per-scene fine-tuning. We show this is unnecessary. The parameter vectors that dominate storage in these models, 45-dimensional spherical harmonics in 3DGS and 1024-dimensional key-value vectors in DUSt3R, fall in a dimension range where a single random rotation transforms any input into coordinates with a known Beta distribution. This makes precomputed, data-independent Lloyd-Max quantization near-optimal, within a factor of 2.7 of the information-theoretic lower bound. We develop 3D, deriving (1) a dimension-dependent criterion that predicts which parameters can be quantized and at what bit-width before running any experiment, (2) norm-separation bounds connecting quantization MSE to rendering PSNR per scene, (3) an…
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