GS^2: Graph-based Spatial Distribution Optimization for Compact 3D Gaussian Splatting
Authors: Xianben Yang, Tao Wang, Yuxuan Li, Yi Jin, Haibin Ling
Organizations: Key Laboratory of Big Data and Artificial Intelligence in Transportation, Ministry of Education; School of Computer and Information Technology, Beijing Jiaotong University, Beijing 100044, China · Department of Artificial Intelligence, Westlake University, Hangzhou 310030, China
3D Gaussian Splatting (3DGS) has demonstrated breakthrough performance in novel view synthesis and real-time rendering. Nevertheless, its practicality is constrained by the high memory cost due to a huge number of Gaussian points. Many pruning-based 3DGS variants have been proposed for memory saving, but often compromise spatial consistency and may lead to rendering artifacts. To address this issue, we propose graph-based spatial distribution optimization for compact 3D Gaussian Splatting (GS\textasciicircum2), which enhances reconstruction quality by optimizing the spatial distribution of Gaussian points. Specifically, we introduce an evidence lower bound (ELBO)-based adaptive densification strategy that automatically controls the densification process. In addition, an opacity-aware progressive pruning strategy is proposed to further reduce memory consumption by dynamically removing low-opacity Gaussian points. Furthermore, we propose a graph-based feature encoding module to adjust the spatial distribution via feature-guided point shifting. Extensive experiments validate that GS\textasciicircum2 achieves a compact Gaussian representation while delivering superior rendering quality. Compared with 3DGS, it achieves higher PSNR with only about 12.5% Gaussian points. Furthermore, it outperforms all compared baselines in both rendering quality and memory efficiency.
Figures & tables
Figure 1: Comparison of rendering quality and spatial distribution. We report the PSNR and number of Gaussian points ( NGS , in millions) for each method. While a SOTA solution (LightGaussian [ 6 ] ) compromises spatial consistency with visual artifacts, our method produces a more uniform and coherent distribution.
Figure 2: Comparison of rendering quality (PSNR) and number of Gaussian points ( NGS , in millions ) for various methods on the Mip-NeRF360 dataset.
Figure 3: The pipeline of our method. We propose an Adaptive Densification and Pruning (ADP) module that adaptively increases point density in phase 1 and prunes low-opacity points in phase 2. To improve the spatial distribution after pruning, we introduce a Graph-based Spatial Distribution Optimization (GSDO) module, which refines spatial distribution in phase 3 using a lightweight graph-based feature encoder with global alignment and local smoothness losses.
Figure 4: ELBO-guided adaptive densification.
Figure 5: Analyzing the impact of optimization. Low-opacity Gaussian points ( opacity≤0.1 ) constitute a considerable portion of the total. For instance, in the Lighthouse scene from the Tanks & Temples dataset, they account for approximately 40% of all Gaussian points.
Figure 6: Impact of pruning. We report PSNR and NGS (in millions) for each method on the church scene from Tanks & Temples. Pruning degrades the spatial consistency and continuity of the Gaussian points, leading to visible artifacts.
Dataset
Method
All Scenes
Outdoor
Indoor
PSNR ↑
SSIM ↑
LPIPS ↓
NGS↓
PSNR ↑
SSIM ↑
LPIPS ↓
NGS↓
PSNR ↑
SSIM ↑
LPIPS ↓
NGS↓
3DGS
27.71
0.83
0.20
3.12
24.99
0.74
0.23
4.50
31.09
0.92
0.19
1.41
Mip-NeRF 360
EAGLES
27.22
0.82
0.23
1.25
24.64
0.73
0.27
1.69
30.46
0.93
0.18
0.71
Mini-Splatting
27.34
0.82
0.22
0.49
24.71
0.74
0.24
0.57
30.61
0.92
0.19
0.40
CompGS
27.25
0.82
0.23
0.86
24.79
0.73
0.26
1.19
30.33
0.92
0.19
0.46
Compact 3DGS
27.25
0.81
0.23
1.35
24.61
0.72
0.27
1.47
30.54
0.92
0.18
1.21
Table 1: Quantitative rendering results of Mip-NeRF 360 and T&T. Bold font highlights the best results and underline for the second.
Figure 7: Qualitative comparison. The first scene ( Room ) is from the Mip-NeRF 360 dataset, followed by four scenes ( Palace, Temple, Lighthouse, Courtroom ) from the Tanks & Temples dataset. Key regions have been zoomed in to highlight visual differences. We report the PSNR and NGS (in millions) for each method.
Dataset
Method
PSNR ↑
SSIM ↑
LPIPS ↓
NGS↓
Mip-NeRF 360
3DGS
27.71
0.83
0.20
3.12
+ ELBO densification
27.73
0.83
0.20
2.82
+ Opacity pruning
26.79
0.80
0.26
0.30
+ Increase iterations
26.98
0.80
0.26
0.30
+ Lsmt
27.53
0.81
0.25
0.30
Full Model
27.74
0.82
0.23
0.30
Table 2: Ablation study. Evaluate the effectiveness of each component of our model on rendering quality.
Dataset
Method
PSNR ↑
SSIM ↑
LPIPS ↓
NGS↓
Mip-NeRF 360
LightGaussian
27.35
0.82
0.23
1.07
(+GSDO)
27.75
0.82
0.21
1.07
MaskGaussian
27.61
0.82
0.23
1.50
(+GSDO)
27.94
0.83
0.20
1.50
T&T
LightGaussian
23.16
0.82
0.25
0.53
(+GSDO)
23.97
0.83
0.22
0.53
Table 3: Integration of GSDO with other 3DGS variants.
Dataset
Method
Train Time (min) ↓
FPS ↑
T&T
3DGS
16
135
EAGLES
21
247
Mini-Splatting
14
576
CompGS
17
325
Compact 3DGS
27
345
LightGaussian
17
214
Table 4: Training time and FPS comparison on T & T.
Dataset
Interval
PSNR ↑
SSIM ↑
LPIPS ↓
Mip-NeRF 360
100
27.74
0.82
0.23
200
27.65
0.82
0.24
400
27.60
0.82
0.24
Table 5: Ablation study for different pruning intervals.