arXiv:2605.02086cs.LGcs.AI2026-05

首个端到端自动联合压缩3D高斯点云的框架,大幅减小存储体积。

GETA-3DGS: Automatic Joint Structured Pruning and Quantization for 3D Gaussian Splatting

论文配图:GETA-3DGS: Automatic Joint Structured Pruning and Quantization for 3D Gaussian Splatting
图 1 · 摘自论文原文
  • 基于感知重要性评分与依赖图,联合优化剪枝与量化策略。
  • 相比原始模型减少5倍存储,且无需针对场景调参。
  • 支持灵活的精度分配,适合移动和沉浸式应用部署。

3D高斯点云(3DGS)是实时逼真新视角生成的前沿表示方法,但单个高保真场景通常占用数百兆到数吉字节,超出移动、沉浸式及体绘制平台的预算。现有压缩方法(如HAC++、FlexGaussian、LP-3DGS)将剪枝、量化与熵编码分阶段处理,依赖人工调参(如透明度阈值、固定位宽、球谐截断),限制跨场景泛化能力,且无法指定目标码率或质量预算。本文提出GETA-3DGS,据我们所知首个面向3DGS的端到端自动联合结构化剪枝与量化框架。在深度网络联合剪枝-量化框架GETA基础上,贡献三方面:(i) 设计3DGS感知的量化感知依赖图(QADG),将每个高斯原语视为包含五个属性子节点与度量感知的球谐子节点的组;(ii) 提出渲染感知显著性,融合透射加权贡献、屏幕空间梯度与像素覆盖,计算高斯级重要性得分;(iii) 构建异构属性混合精度方案,在投影部分显著性引导下降中与结构稀疏性协同优化。在Mip-NeRF 360、Tanks and Temples与Deep Blending数据集上,GETA-3DGS直接作用于原始高斯原语,而非后处理锚点表示,实现约5倍存储压缩,无须每场景调参。位宽策略是主要率失真杠杆:统一6比特上限在视图依赖场景下导致最高-6.74 dB损失,而我们的异构分配方案可匹配自洽的信息论逆水填分析。该方法与现有编码器互补:熵编码(如HAC++、CompGS)位于下游,二者可组合使用。

原文摘要 · Abstract (English)

3D Gaussian splatting (3DGS) is a state-of-the-art representation for real-time photorealistic novel-view synthesis, yet a single high-fidelity scene typically occupies hundreds of megabytes to several gigabytes, exceeding the budgets of mobile, immersive, and volumetric video platforms. Existing 3DGS compression methods (e.g., HAC++, FlexGaussian, LP-3DGS) treat pruning, quantization, and entropy coding as separate stages and rely on hand-tuned heuristics (opacity thresholds, fixed bit-widths, SH truncation), limiting cross-scene generalization and preventing users from specifying a target rate or quality budget. We propose GETA-3DGS, to our knowledge the first end-to-end automatic joint structured pruning and quantization framework for 3DGS. Building on GETA for joint pruning-quantization of deep networks, we contribute: (i) a 3DGS-aware quantization-aware dependency graph (QADG) treating each Gaussian primitive as a group with five attribute sub-nodes and degree-aware SH sub-nodes; (ii) a render-aware saliency fusing transmittance-weighted contribution, screen-space gradient, and pixel coverage into a Gaussian-level importance score; and (iii) a heterogeneous per-attribute mixed-precision scheme co-optimized with structural sparsity under a projected partial saliency-guided (PPSG) descent guarantee. On Mip-NeRF 360, Tanks and Temples, and Deep Blending, GETA-3DGS operates directly on raw Gaussian primitives rather than a post-hoc anchor representation, delivering ~5x storage reduction over Vanilla 3DGS with no per-scene thresholds. Bit-width policy is the dominant rate-distortion lever: a uniform 6-bit cap costs up to -6.74 dB on view-dependent scenes versus our heterogeneous allocation, matching an information-theoretic reverse-water-filling analysis we develop. GETA-3DGS is complementary to existing codecs: entropy coding (HAC++, CompGS) is downstream, so the two can be composed.

3D高斯模型压缩剪枝量化移动端

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