The pruning of 3D Gaussian splats is essential for reducing their complexity to enable efficient storage, transmission, and downstream processing. However, most of the existing pruning strategies depend on camera parameters, rendered images, or view-dependent measures. This dependency becomes a hindrance in emerging camera-agnostic exchange settings, where splats are shared directly as point-based representations (e.g., .ply). In this paper, we propose a camera-agnostic, one-shot, post-training pruning method for 3D Gaussian splats that relies solely on attribute-derived neighbourhood descriptors. As our primary contribution, we introduce a hybrid descriptor framework that captures structural and appearance consistency directly from the splat representation. Building on these descriptors, we formulate pruning as a statistical evidence estimation problem and introduce a Beta evidence model that quantifies per-splat reliability through a probabilistic confidence score. Experiments conducted on standardized test sequences defined by the ISO/IEC MPEG Common Test Conditions (CTC) demonstrate that our approach achieves substantial pruning while preserving reconstruction quality, establishing a practical and generalizable alternative to existing camera-dependent pruning strategies.
Figures & tables
Figure 1: Overview of the proposed Gaussian splat pruning method on an example scene from the ISO/IEC MPEG CTC dataset [ 8 ] , rendered from a fixed camera viewpoint. The image columns show the non-pruned baseline and increasing pruning thresholds τ=0.1,0.3,0.50, and 0.7 , which remove about 10% , 30% , 50% , and 70% of splats, respectively.
Figure 2: Method overview of the proposed camera-agnostic Gaussian splat pruning framework. Given trained 3D Gaussian splats, local descriptor statistics are computed and transformed into Beta-distributed evidence to model confidence and uncertainty. A one-shot confidence-aware ranking then removes redundant splats, balancing expected pruning likelihood and uncertainty to produce the final pruned representation.
Dataset
Metric
Camera-Aware Methods
Our Method
ConfSplatPrune
LightGSPrune
BetaDescPrune
Low
Mid
High
Low
Mid
High
Low
Mid
High
bartender (tracked)
PSNR (↑)
34.84
31.03
30.10
34.80
31.15
30.05
33.50
31.03
30.00
SSIM (↑)
0.991
0.990
0.985
0.992
0.990
0.983
0.990
0.982
0.973
LPIPS (↓)
0.015
0.028
0.031
0.015
0.029
0.030
0.019
0.034
0.049
breakfast (tracked)
PSNR (↑)
34.01
29.13
25.07
33.03
29.12
24.72
31.12
28.24
26.12
Table 1: Comparison with prior pruning methods at low ( 10% ), medium ( 20% ), and high ( 30% ) pruning ratios on four MPEG CTC scenes. All metrics are computed between the pruned render and the non-pruned render (PSNR in dB, higher PSNR/SSIM better, lower LPIPS better). Methods are evaluated on held-out MPEG CTC camera views.
Dataset
Metric
No Descriptors
With Descriptors
No Beta
Beta
No Beta
Beta
bartender (tracked)
PSNR (↑)
24.91
29.23
23.88
31.07
SSIM (↑)
0.955
0.979
0.948
0.982
LPIPS (↓)
0.055
0.035
0.074
0.034
breakfast (tracked)
PSNR (↑)
19.98
28.90
17.94
34.47
SSIM (↑)
0.933
0.978
0.903
0.979
Table 2: Ablation over descriptor use and Beta modelling, at mid pruning ( 20% ). All metrics are computed between the pruned and non-pruned renders (higher PSNR/SSIM better, lower LPIPS better). Bold marks the best value per row.
Prune %
No Descriptors
With Descriptors
Δ PSNR
PSNR ( ↑ )
SSIM ( ↑ )
LPIPS ( ↓ )
PSNR ( ↑ )
SSIM ( ↑ )
LPIPS ( ↓ )
(dB)
30%
35.75
0.967
0.039
37.38
0.974
0.030
−1.63
50%
32.79
0.944
0.061
33.68
0.948
0.054
−0.89
70%
28.05
0.871
0.115
29.07
0.882
0.103
−1.02
Table 3: Pruning-fidelity across three keep-fractions on the 14 -scene MPEG CTC evaluation subset ( 527 image pairs per cell; all held-out views at 1024 px longest side). Same evaluation criteria as Tables 1 – 2 : PSNR in dB, SSIM in [0,1] , LPIPS (VGG).
Figure 3: Qualitative comparison of camera-agnostic pruning on three MPEG CTC scenes ( bartender (tracked) , breakfast (tracked) , cinema (tracked) ) at approximately 20% pruning. The columns show (left to right) the input rendering, descriptor-only pruning without Beta modelling (No Beta), and uncertainty-aware pruning with Beta evidence (Beta). Incorporating Beta evidence improves preservation of fine structures and reduces visible pruning artefacts.
3D Gaussian pruning removes redundant primitives from 3D Gaussian Splatting scenes to cut storage, memory, and rendering cost while preserving visual quality.
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.
Haoran Wang, Guoxi Huang, Fan Zhang +2
School of Computer Science, University of Bristol, Bristol, UK
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
Existing 3D Gaussian Splatting (3DGS) pruning methods primarily rely on global Top-K selection based on independent importance scores, lacking regional budget control and ignoring joint deletion effects. Consequently, they cannot ensure balanced reconstruction quality across a scene. We propose SplatQ, a combinatorial pruning algorithm that coordinates regional budget allocation and joint Gaussian selection under a fixed budget. SplatQ partitions Gaussians by spatial proximity and appearance similarity into size-limited blocks, decomposing global selection into subproblems of a specific size. It then smooths importance-based block retention quotas to prevent excessive budget concentration. Finally, it constructs a quadratic approximation of joint deletion effects using the responses of representative pixel colors to changes in Gaussian opacity. Individual responses, pairwise interactions, and quota penalties are incorporated into a quadratic unconstrained binary optimization (QUBO) objective, solved using simulated annealing (SA) or a coherent Ising machine (CIM) to jointly select Gaussians. Experiments on 5 benchmarks demonstrate that SplatQ outperforms state-of-the-art pruning methods in aggregate reconstruction quality, spatial quality balance, and rendering speed. Ablations confirm that budget smoothing improves local detail reconstruction, while interaction modeling improves Gaussian selection quality under a fixed budget.