Abstract
Recent advances in differentiable Gaussian splatting have highlighted the potential of primitive-based approaches as alternative scene representations for interactive, high-quality, volume visualization (VolVis) of large datasets. However, the explicit nature of current primitive-based methods, combined with isolated optimization for each VolVis scene, results in redundant, non-compact representations. We present ECoNGS, an efficient compressive neural Gaussian splatting framework for VolVis scene representation. ECoNGS employs lightweight neural networks to dynamically predict implicit, editable Gaussian splats from explicit anchor points, effectively combining model compactness and parameter efficiency of implicit representations with high-performance rendering of explicit primitives. We explore a joint learning strategy that clusters geometrically similar scenes and shares parameters across them, significantly reducing overall training time and model size while maintaining reconstruction fidelity. To achieve a more compact scene representation, we further compress the explicit anchor attributes using a neural entropy model that estimates their probability distributions, enabling compact storage via entropy coding. We systematically investigate Gaussian initialization strategies and propose a simple yet effective scheme tailored for VolVis scenes, improving reconstruction accuracy and accelerating convergence. We evaluate ECoNGS qualitatively and quantitatively across various univariate and multivariate VolVis scenes, highlighting its superior performance over prior methods in training time, reconstruction quality, and model size. In particular, compared with the prior method iVR-GS, ECoNGS improves reconstruction quality by up to 2.2 dB in PSNR while reducing the model size by up to 6.1x and the training time by up to 5.9x. The code is available at https://github.com/TouKaienn/ECoNGS.
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Butian Xiong, Rong Liu, Tiantian Zhou +3
Sep 8, 2026cs.CV
While 3D Gaussian Splatting (3DGS) has emerged as a powerful representation for real-time novel view synthesis, rendering high-fidelity scenes often relies on a massive number of Gaussian primitives, incurring substantial storage and computational overhead. Existing simplification techniques are largely intrusive, requiring training-time pruning, architectural modifications, or computationally expensive per-scene fine-tuning. These drawbacks limit their deployment on off-the-shelf pretrained models. In this paper, we propose CVT-GS, a novel optimization-free post-hoc simplification framework that directly compresses trained 3DGS scenes without sacrificing visual fidelity. Our approach first constructs spatially coherent cells over Gaussian centers via a geometry-aware Centroidal Voronoi Tessellation (CVT). Subsequently, a lightweight neural cell merger predicts the geometry and appearance of a single, highly representative Gaussian primitive for each cell under differentiable rendering supervision. By formulating simplification as a rendering-aware many-to-one merging process rather than naive primitive pruning, CVT-GS outputs a standard 3DGS scene that is seamlessly compatible with existing renderers. Experiments on various datasets demonstrate the superiority of our method. Notably, when achieving a 100-fold reduction in Gaussian points, our method operates 12 times faster than state-of-the-art methods while improving the PSNR by 1.3 dB.
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While feed-forward 3D Gaussian splatting reconstructs renderable Gaussian primitives from sparse context views without per-scene optimization, existing pipelines do not provide a compact scene representation for storage or transmission. A natural solution is to apply existing 3DGS compression methods to the generated Gaussian primitives. However, this approach operates on the final irregular 3D representation and is decoupled from the internal feature-to-Gaussian generation process, which limits compression efficiency. To address this, we introduce CodecSplat, an ultra-compact latent coding framework for feed-forward 3D Gaussian splatting. CodecSplat first encodes an intermediate 2D Gaussian-generation feature into an entropy-coded scene bitstream. At the decoder, the latent feature is reconstructed and used to predict depth and Gaussian parameters, which are then mapped to 3D Gaussian primitives. Note that, by integrating compression into the feed-forward Gaussian generation pipeline, CodecSplat avoids inefficient compression over irregular 3D Gaussian primitives and allows the codec to exploit the structured intermediate feature representation. We instantiate CodecSplat on a feed-forward Gaussian splatting backbone with depth-guided multi-view feature refinement and a hierarchical learned feature codec. On DL3DV and RealEstate10K datasets, CodecSplat achieves 23.56-26.36 dB and 24.76-27.05 dB PSNR with only 20.00-107.77 KiB and 3.37-12.51 KiB per scene, respectively. This is roughly one order of magnitude smaller than compressing feed-forward generated Gaussian primitives, while preserving controllable rate-distortion behavior.
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