3D Gaussian Splatting (3DGS) is a popular representation for novel view synthesis. However, 3DGS contains millions of Gaussian primitives, each with rich attributes, resulting in large file sizes. We propose a novel 3DGS compression method based on Teacher-Student Graph Learning (TSGL) that operates directly on a trained model, without 3DGS retraining or access to training images. Specifically, for each block of Gaussian primitives, using decoded positions and DC spherical harmonic (SH) coefficients as predictors, we learn a signal-dependent geometry graph G encoding the pairwise similarities between neighbouring Gaussians via a teacher-student model. Given G, we perform Graph Fourier Transform (GFT) on the remaining attributes, so that signal energies are predominantly projected into the low-frequency coefficients for compact representation. On three standard benchmarks, the method reaches 27x to 33x compression with less than 0.6 dB of PSNR loss, improving on recent post-training compression methods in both size and rendering quality.
Figures & tables
Figure 1 : Qualitative comparison between the original 3DGS model (left) and our compressed model (right). Our method achieves 31.1× compression with only a small decrease in PSNR.
Figure 2 : Overview of the proposed 3DGS compression pipeline.
Mip-NeRF 360
Tanks & Temples
Deep Blending
Method
PSNR ↑
SSIM ↑
LPIPS ↓
Size (MB) ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Size (MB) ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Size (MB) ↓
3DGS [ 9 ]
27.29
0.812
0.221
795.26
23.36
0.838
0.186
421.91
29.43
0.898
0.246
703.77
GGSC [ 23 ]
18.42
0.449
0.498
71.21
16.43
0.480
0.489
29.29
25.67
0.807
0.386
109.85
MesonGS [ 22 ]
26.45
0.791
0.244
34.41
22.95
0.825
0.202
17.56
29.13
0.894
0.255
29.52
EntropyGS [ 8 ]
25.66
0.783
0.246
28.46
22.33
0.806
0.217
15.23
27.48
0.882
0.266
25.95
FlexGaussian [ 20 ]
26.38
0.780
0.251
40.80
22.44
0.804
0.219
16.30
28.61
0.884
0.269
25.48
Table 1 : Comparison with post-training 3DGS compression methods on the three standard benchmarks. Best is shown in bold and second best is underlined . The 3DGS row is the uncompressed reference and is not ranked.
Stage
Mip-NeRF 360
T&T
Deep Blending
PSNR ↑
Size ↓
PSNR ↑
Size ↓
PSNR ↑
Size ↓
Original 3DGS [ 9 ]
27.29
795.26
23.36
421.91
29.43
703.77
+ Opacity pruning
27.29
679.49
23.35
333.49
29.43
599.18
+ Importance pruning
27.28
543.59
23.35
266.79
29.43
479.34
+ G-PCC, VQ DC
27.27
476.37
23.34
234.02
29.41
419.51
+ Coding (no transform)
25.70
33.07
22.44
15.95
28.13
22.35
Table 2 : Contribution of each pipeline stage, per dataset. Each row adds one stage to the row above. Sizes are in MB.
3D Gaussian Splatting (3DGS) enables high-quality novel-view synthesis but requires substantial storage. Existing compression methods often rely on spatial context modeling over irregular 3D representations, increasing the complexity of training and coding. Meanwhile, floating-point context inference can introduce numerical inconsistencies across platforms, causing entropy-decoding failures. To address these practical challenges, we propose COSA-GS, which constructs context without spatial aggregation through anchor-wise causal factorization. Specifically, we use geometry context derived from each anchor's coordinates to model a compact learnable anchor latent. The anchor latent is then fused with the geometry context to form an anchor context for attribute coding. The resulting context model features a simple architecture composed solely of linear transformations and activations. We train COSA-GS using rate--distortion optimization with adaptive Gaussian pruning. Further, we develop quantization-aware training and integer inference for the context model to achieve bit-exact consistency of entropy-decoded symbols across platforms. Experiments demonstrate that COSA-GS achieves state-of-the-art compression performance while retaining fast and consistent cross-platform decoding, providing a simple yet effective framework for practical 3DGS compression. Code is available at https://github.com/pengpeng-yu/COSA-GS.
Pengpeng Yu, Yueru Chen, Fei Song +4
Sun Yat-sen University, China · Pengcheng Laboratory, China · Academy of Broadcasting Science, National Radio and Television Administration, China +1
3D Gaussian Splatting (3DGS) achieves high-quality novel view synthesis with real-time rendering, but its storage cost remains prohibitive for practical deployment. Existing post-training compression methods still rely on many coupled hyperparameters across pruning, transformation, quantization, and entropy coding, making it difficult to control the final compressed size and fully exploit the rate-distortion trade-off. We propose MesonGS++, a size-aware post-training codec for 3D Gaussian compression. On the codec side, MesonGS++ combines joint importance-based pruning, octree geometry coding, attribute transformation, selective vector quantization for higher-degree spherical harmonics, and group-wise mixed-precision quantization with entropy coding. On the configuration side, it treats the reserve ratio and bit-width allocation as the dominant rate-distortion knobs and jointly optimizes them under a target storage budget via discrete sampling and 0--1 integer linear programming. We further propose a linear size estimator and a CUDA parallel quantization operator to accelerate the hyperparameter searching process. Extensive experiments show that MesonGS++ achieves over 34× compression while preserving rendering fidelity, outperforming state-of-the-art post-training methods and accurately meeting target size budgets. Remarkably, without any training, MesonGS++ can even surpass the PSNR of vanilla 3DGS at a 20× compression rate on the Stump scene. Our code is available at https://github.com/mmlab-sigs/mesongs_plus
Shuzhao Xie, Junchen Ge, Weixiang Zhang +10
Shenzhen International Graduate School, Tsinghua University, Shenzhen, China · The Hong Kong University of Science and Technology, Hong Kong SAR, China · Harbin Institute of Technology, Shenzhen, China +6
3D Gaussian Splatting (3DGS) is a promising neural scene representation for real-time rendering, but trained models often suffer from large memory footprints, limiting deployment on less powerful devices. Existing compression techniques often lead to architectures with several additional trainable parameters. While achieving outstanding compression ratios, they introduce noticeable drops in image quality. In this work, we introduce the first dictionary-learning-based compression framework for 3DGS. The proposed post-training compression pipeline can be deployed in virtually any 3DGS model without the need for re-training or modifications to existing 3DGS models. Our compression framework is straightforward to implement, yet provides significant compression capabilities, preserves image quality, and improves real-time rendering performance. Across 13 benchmark scenes, our approach achieves an average compression ratio of 3.95x, 3.10x, and 4.55x when applied to 3DGS, 3DGS-MCMC, and PixelGS, respectively. This yields consistent rendering speedups of 23.3%, 24.3%, and 25.3%, while maintaining image quality.
Jiarong Gong, Jonas Unger, Ehsan Miandji
Linköping University Department of Science and technology