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Reducing the Memory Footprint of 3D Gaussian Splatting

3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and real-time rendering; unfortunately, the memory requirements of this method for storing and transmission are unreasonably high. We first analyze the reasons for this, identifying three main areas where storage can be reduced: the number of 3D Gaussian primitives used to represent a scene, the number of coefficients for the spherical harmonics used to represent directional radiance, and the precision required to store Gaussian primitive attributes. We present a solution to each of these issues. First, we propose an efficient, resolution-aware primitive pruning approach, reducing the primitive count by half. Second, we introduce an adaptive adjustment method to choose the number of coefficients used to represent directional radiance for each Gaussian primitive, and finally a codebook-based quantization method, together with a half-float representation for further memory reduction. Taken together, these three components result in a 27 reduction in overall size on disk on the standard datasets we tested, along with a 1.7 speedup in rendering speed. We demonstrate our method on standard datasets and show how our solution results in significantly reduced download times when using the method on a mobile device.

3D高斯散射为新视角合成提供了出色的视觉质量,具有快速训练和实时渲染的特点;不幸的是,该方法在存储和传输上的内存需求异常高。我们首先分析了这一问题的原因,确定了可以减少存储的三个主要领域:用于表示场景的3D高斯原始体的数量、用于表示方向性辐射的球谐函数的系数数量,以及存储高斯原始体属性所需的精度。我们针对这些问题提出了解决方案。首先,我们提出了一种高效的、分辨率感知的原始体修剪方法,将原始体数量减少了一半。其次,我们引入了一种自适应调整方法,用于选择表示每个高斯原始体方向性辐射的系数数量,最后是基于码本的量化方法,结合半浮点表示法以进一步减少内存。这三个组件结合在一起,导致我们在测试的标准数据集上的总体磁盘大小减少了27倍,渲染速度提高了1.7倍。我们在标准数据集上演示了我们的方法,并展示了我们的解决方案如何显著减少在移动设备上使用该方法时的下载时间。