Information
- Publication Type: Journal Paper (without talk)
- Workgroup(s)/Project(s):
- Date: May 2024
- Article Number: 16
- DOI: 10.1145/3651282
- ISSN: 2577-6193
- Journal: Proceedings of the ACM on Computer Graphics and Interactive Techniques
- Number: 1
- Pages: 17
- Volume: 7
- Publisher: Association for Computing Machinery (ACM)
- Pages: 1 – 17
- Keywords: 3D gaussian splatting, memory reduction, novel view synthesis, radiance fields
Abstract
3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and realtime 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 x27 reduction in overall size on disk on the standard datasets we tested, along with a x1.7 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 (see Fig. 1).Additional Files and Images
No additional files or images.
Weblinks
BibTeX
@article{papantonakis-2024-rmf, title = "Reducing the Memory Footprint of 3D Gaussian Splatting", author = "Panagiotis Papantonakis and Georgios Kopanas and Bernhard Kerbl and Alexandre Lanvin and George Drettakis", year = "2024", abstract = "3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and realtime 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 x27 reduction in overall size on disk on the standard datasets we tested, along with a x1.7 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 (see Fig. 1).", month = may, articleno = "16", doi = "10.1145/3651282", issn = "2577-6193", journal = "Proceedings of the ACM on Computer Graphics and Interactive Techniques", number = "1", pages = "17", volume = "7", publisher = "Association for Computing Machinery (ACM)", pages = "1--17", keywords = "3D gaussian splatting, memory reduction, novel view synthesis, radiance fields", URL = "https://www.cg.tuwien.ac.at/research/publications/2024/papantonakis-2024-rmf/", }