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MEGS$^{2}$: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning

Created by
  • Haebom

Author

Jiarui Chen, Yikeng Chen, Yingshuang Zou, Ye Huang, Peng Wang, Yuan Liu, Yujing Sun, Wenping Wang

Outline

3D Gaussian Splatting (3DGS) has attracted attention as a novel view synthesis technique, but its high memory consumption limits its application on edge devices. Existing 3DGS compression methods focus solely on storage space, failing to address the critical bottleneck of rendering memory. In this paper, we present MEGS², a memory-efficient framework that jointly optimizes the total number of primitives and per-primitive parameters to achieve unprecedented memory compression. Specifically, we propose a unified soft pruning framework that uses lightweight, arbitrarily oriented spherical Gaussian lobes as color representations instead of memory-intensive spherical harmonic functions, and models both primitive and lobe pruning as a single constrained optimization problem. Experimental results show that MEGS² reduces static VRAM by 50% and rendering VRAM by 40% compared to existing methods, while maintaining comparable rendering quality.

Takeaways, Limitations

Takeaways:
A new framework, MEGS², is presented to effectively address the memory consumption problem of 3DGS.
Achieving unprecedented memory compression through joint optimization of the total number of primitives and parameters per primitive.
Maintains rendering quality while drastically reducing static and rendering VRAM compared to existing methods.
Proof of the utility of a color representation method using lightweight, arbitrarily oriented spherical Gaussian lobes.
Efficient primitive and lobe count control through an integrated soft pruning framework.
Limitations:
The information presented in the paper for Limitations is insufficient. Additional experiments or analyses are needed to clarify Limitations.
There may be dependencies on specific hardware or software environments. Generalizability across various environments needs to be reviewed.
Quantitative evaluation metrics and further comparative analysis are needed to maintain rendering quality.
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