Recent significant advances in 3D scene representation have been driven by 3D Gaussian Splatting (3DGS), which has enabled real-time rendering with photorealistic quality. 3DGS often requires a large number of primitives to achieve high fidelity, leading to redundant representations and high resource consumption, thereby limiting its scalability for complex or large-scale scenes. Consequently, effective pruning strategies and more expressive primitives that can reduce redundancy while preserving visual quality are crucial for practical deployment. We propose an efficient, integrated reconstruction-aware pruning strategy that adaptively determines pruning timing and refining intervals based on reconstruction quality, thus reducing model size while enhancing rendering quality. Moreover, we introduce a 3D Difference-of-Gaussians primitive that jointly models both positive and negative densities in a single primitive, improving the expressiveness of Gaussians under compact configurations. Our method significantly improves model compactness, achieving up to 90% reduction in Gaussian-count while delivering visual quality that is similar to, or in some cases better than, that produced by state-of-the-art methods. Code will be made publicly available.
Figures & tables
Figure 2: (Left) Gaussian primitive count comparison. Our method adaptively adjusts the refinement settings to meet different pruning targets, such as the 50% and 90% pruning ratios shown in the figure. (Right) Overview of the Reconstruction-aware Pruning Scheduler and 3D-DoG Density Control. We use L1 loss as a reconstruction quality indicator to dynamically determine pruning timing and ratio throughout optimization. In addition, we activate 3D-DoG after pruning and adaptively control its density.
Figure 3: (Top) Illustration of the proposed 3D-DoG primitive in 1D and 3D, featuring a positive-density peak and a negative-density ring. (Bottom) 3DGS with 3D-DoG primitives achieves better detail representation.
Figure 4: Novel view rendering comparison with the baselines. Top: Train from the Tanks & Temples. Middle: Playroom from the Deep Blending dataset. Bottom: Treehill from the Mip-NeRF 360 dataset. We have shown details below the images. Best viewed when zoomed in.
Method
Mip-NeRF 360 [ 4 ]
Deep Blending [ 15 ]
Tanks and Temples [ 20 ]
Size↓
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
Size↓
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
Size↓
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
3DGS † [ 19 ]
645.2
27.47
0.826
0.201
17m1s
592.7
29.75
0.904
0.244
13m51s
381.0
23.77
0.847
0.177
17m50s
MaskGaussian [ 23 ]
280.7
27.43
0.811
0.227
24m11s
172.4
29.69
0.907
0.244
15m10s
140.0
23.72
0.847
0.181
13m45s
GaussianSpa [ 40 ]
157.4
27.26
0.807
0.239
24m45s
132.5
29.66
0.905
0.250
13m49s
87.3
23.67
0.841
0.198
23m11s
PuP-3DGS [ 14 ]
90.6
26.67
0.786
0.271
-
69.9
28.85
0.881
0.302
-
43.4
22.72
0.801
0.244
-
Speedy-Splat [ 13 ]
73.9
26.84
0.782
0.296
16m30s
58.6
29.42
0.887
0.311
15m30s
43.0
23.43
0.821
0.241
9m37s
Table 1: Quantitative evaluation of our method compared to previous work, computed over three datasets: Mip-NeRF 360, Deep Blending and Tanks and Temples. ↑ refers larger values are better while ↓ is opposite. The best , second best , and third best results are highlighted. † denotes accelerated diff-gaussian-rasterization module is adopted
Figure 5: Variations in the primitive count and PSNR values of (Left) Bicycle and (Right) Room scenes using our method. The PSNR drop at the 25k iteration is due to the activation of 3D-DoG.
Figure 6: The rendering results are obtained by separating 3D Gaussians and 3D-DoGs in our 90% primitives pruned 3DGS model. Compared to vanilla 3D Gaussian, the proposed 3D-DoG is more sensitive to capture details such as edges and textures. Examples are respectively from Counter and Bicycle .
Figure 7: Error Comparison. (Top): Error heatmaps over the full image for the compact model without (left) and with (right) 3D-DoGs. (Bottom-left): Novel view of the Bonsai scene. (Bottom-right): Reconstruction error along the red line for both models.
Components
Reconstruction Metrics
Efficiency Metrics
Variant
RIR
DPRA
SPS
3D-DoG
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
FPS ↑
3DGS
✗
✗
✗
✗
27.47
0.826
0.201
17m1s
143.5
V1
✓
✗
✗
✗
26.03
0.742
0.331
12m17s
362.4
V2
✓
✓
✗
✗
26.17
0.751
0.324
11m34s
363.2
V3
✓
✓
✓
✗
26.99
0.771
0.299
13m28s
361.9
Ours
✓
✓
✓
✓
27.16
0.789
0.285
13m48s
289.0
Table 2: Comparison of different variants in terms of reconstruction quality and efficiency on the Mip-NeRF360 dataset using 3DGS as the backbone. ↑ indicates higher is better, while ↓ indicates lower is better.
Existing pruning methods for 3D Gaussian splatting (3DGS) suffer from either severe quality degradation or prohibitive computational overhead. In this paper, we propose REFINE, a highly accelerated 3DGS pruning framework centered on a novel rendering-free primitive importance metric. Our approach leverages an analytically approximated, rendering-aware Hessian field to quantify the expected perceptual error induced by the removal of individual primitives. By modeling the joint modulation of visibility, projection geometry and the content adaptive hyperparameter, we entirely bypass costly forward rendering passes and derive an anisotropic perceptual weight field that serves as a high-fidelity proxy for primitive importance. Extensive experiments across multiple benchmark datasets demonstrate that REFINE maintains highly competitive rendering quality while achieving a 3,000× reduction in pruning-related computational complexity, translating to a practical ∼20× speedup in device latency compared to state-of-the-art pruning methods.
Zhang Chen, Shuai Wan, Mengting Yu +2
School of Electronics and Information, Northwestern Polytechnical University · School of Telecommunication Engineering, Xidian University · Department of Computer Science, City University of Hong Kong
3D Gaussian Splatting (3DGS) enables high-quality real-time novel-view synthesis, but practical scenes often contain millions of Gaussians, making compression essential for deployment on limited hardware. Existing reduction methods are effective but mostly heuristic: they provide no multiplicative approximation guarantee for the rendered objective, and thus rely heavily on costly post-pruning finetuning to recover quality. We ask a basic question: can a 3DGS scene be provably replaced by a much smaller weighted subset (coreset) while preserving the objective of interest? We first show that, in the unrestricted setting, no non-trivial multiplicative 3DGS coreset exists. We then show that multiplicative guarantees are not impossible, but resolution-dependent. For a prescribed rendering resolution, such as representative views or grids of views/rays, we provide the first weighted coreset construction theorem for 3DGS. The construction samples Gaussians by sensitivity: provable importance scores measuring each Gaussian's role in the full-scene objective. Finally, under explicit validity and log-transmittance stability assumptions, we turn this objective guarantee into a rendering guarantee. Empirically, our method is strongest where deployment needs it most: aggressive compression with no or minimal recovery compute. In prune-only and very short finetuning regimes, it achieves state-of-the-art performance, showing that principled importance estimation can be both theoretically meaningful and practically useful. Open-source code is available at https://github.com/waseem-m/3dgs_provable_coresets.
Waseem Mousa, Alaa Maalouf
Department of Computer Science, University of Haifa
3D Gaussian Splatting (3DGS) achieves state-of-the-art rendering quality at real-time speeds but suffers from "model bloat" - a large number of redundant, low-opacity Gaussians that inflate memory usage and training costs. This inefficiency stems from the standard "densify-then-prune" paradigm, which expands the model aggressively before relying on pruning to achieve compactness. To mitigate this problem, we present an efficient training framework that builds an intrinsically compact representation, replacing the conventional densify-then-prune cycle. Our method leverages a synergistic design: an L2 reconstruction loss to provide error-proportional gradients that stabilize optimization, and a novel Polarized Opacity Prior (POP) to actively manage the Gaussian population. POP steers informative primitives toward full opacity and uninformative ones toward transparency, enabling natural pruning and accelerating rendering through Early Ray Termination. Experiments on three public datasets demonstrate that our approach consistently achieves accelerated 3DGS training with significantly fewer Gaussians while maintaining comparable visual reconstruction quality. These results show that the proposed framework provides a simple and effective path toward fast and inherently compact 3DGS training.
Zi-Ming Wang, Kai-Wen Duan, Kowei Huang +2
National Tsing Hua University, Taiwan · National Institute of Informatics, Japan