3D Gaussian Splatting (3DGS) has emerged as a promising approach for fast, high-quality novel-view rendering. However, its large parameter size remains a bottleneck for storage and transmission. We propose RacerGS, a compact 3DGS compression framework that achieves scene reconstruction at significantly reduced storage sizes with preserved fidelity. To obtain compact and spatially coherent features, we design a hash projection model that projects the anchor hash encodings into compact context features. Additionally, we introduce a FiLM-modulated autoregressive GRU context model that utilizes causal dependencies among anchor feature groups and uses recurrent hidden states to refine entropy-model parameters, improving bitrate efficiency. Furthermore, we adaptively entropy-code quantized anchor-attribute residuals relative to their context-predicted means, leveraging spatial consistency to reduce symbol entropy. Overall, RacerGS achieves more than 150x compression over vanilla 3DGS and 28x over Scaffold-GS, while providing comparable rendering quality. Extensive experiments across five datasets demonstrate that RacerGS outperforms prior 3DGS compression methods in both storage reduction and rate-distortion performance.
Figures & tables
Figure 2: Pipeline overview. RacerGS compresses 3DGS through three components: (1) a hash projection model maps hash encodings fih to compact spatial context features fic ; (2) adaptive residual quantization encodes anchor attributes relative to context-predicted means using learned quantization steps; (3) an autoregressive GRU summarizes previously decoded feature chunks, followed by FiLM modulation and a shared predictor conditioned on base statistics and chunk embeddings. The refined parameters are combined with the spatial prior to form an accurate Gaussian mixture model for residual entropy coding.
Datasets
Synthetic-NeRF
Mip-NeRF360
Tanks&Temples
Methods
psnr ↑
ssim ↑
lpips ↓
size ↓
psnr ↑
ssim ↑
lpips ↓
size ↓
psnr ↑
ssim ↑
lpips ↓
size ↓
3DGS
33.80
0.970
0.031
68.46
27.46
0.812
0.222
750.9
23.69
0.844
0.178
431.0
Scaffold-GS
33.41
0.966
0.035
19.36
27.50
0.806
0.252
253.9
23.96
0.853
0.177
86.50
Lee et al.
33.33
0.968
0.034
5.54
27.08
0.798
0.247
48.80
23.32
0.831
0.201
39.43
Compressed3D
32.94
0.967
0.033
3.68
26.98
0.801
0.238
28.80
23.32
0.832
0.194
17.28
EAGLES
32.51
0.964
0.039
4.26
27.14
0.809
0.231
58.91
23.28
0.835
0.203
28.99
Table 1: Quantitative comparisons. Storage sizes are measured in MB. The best and second-best compression results are highlighted in green and blue , respectively. Overall, RacerGS outperforms the baselines in size reduction and fidelity preservation across diverse datasets.
Figure 3: RD curve comparisons. RacerGS achieves better RD performance than the baseline methods across datasets.
Figure 4: Qualitative comparisons. RacerGS preserves details better and produces fewer artifacts than the baseline methods across scenes from diverse datasets.
λr
Total Size
xa
fa
l
o
H
m
MLP
4e-3
3.85
0.19
1.89
0.80
0.48
0.05
0.10
0.34
0.5e-3
13.61
0.44
8.15
2.44
1.83
0.14
0.27
0.34
Table 2: Storage sizes (MB) of different components on Mip-NeRF360 (see Appendix RacerGS: Residual-Autoregressive Context for 3D Gaussian Splatting Compression for results with additional λr values).
Table 6
Ablation Items
PSNR ↑
SSIM ↑
LPIPS ↓
Size (MB) ↓
FPS ↑
Train (s) ↓
W/o residual quantization
27.83
0.810
0.242
18.24
146
2856
W/o hash projection
27.62
0.804
0.248
15.21
107
2865
Concat. context instead of GRU
27.81
0.806
0.244
16.87
156
2841
GRU context w/o FiLM
27.75
0.802
0.247
17.32
149
2854
RacerGS (full)
27.84
0.811
0.243
13.61
171
2850
Table 5: Ablation studies on the Mip-NeRF360. The best results are in bold .
Table 8
Appendix figures & tables10 assets
Supplementary material from the paper’s appendix.
Appendix
PSNR (dB)
Size (MB)
None (raw fh )
27.62
15.21
Linear
27.76
14.28
MLP (ours)
27.84
13.61
Appendix
Table 8: Design analyses on Mip-NeRF360. (a) Entropy-context projection. (b) Sensitivity to context dimension Dc . (c) Anchor-feature symbol statistics under attribute-lattice and residual coding. (d) Variability across three seeds (mean ± std).
Dataset
Total (s)
Codec (s)
Network (s)
Synthetic-NeRF
1.75
1.08
0.67
Mip-NeRF360
14.20
8.78
5.42
BungeeNeRF
25.98
16.07
9.91
Appendix
Table 9: Decoding time breakdown . Arithmetic coding accounts for about 60% of decoding time across all datasets, with the rest spent on network evaluation.
λr
Total Time (s)
xa
fa
l
o
H
m
Others
4e-3
4.24
0.72 (17%)
1.93 (46%)
0.93 (22%)
0.45 (11%)
0.01 (0%)
0.01 (0%)
0.19 (4%)
3e-3
5.36
0.83 (15%)
2.59 (48%)
1.18 (22%)
0.56 (10%)
0.01 (0%)
0.01 (0%)
0.18 (3%)
2e-3
6.57
0.94 (14%)
3.25 (49%)
1.39 (21%)
0.69 (11%)
0.01 (0%)
0.01 (0%)
0.28 (4%)
1e-3
7.61
1.01 (13%)
3.88 (51%)
1.55 (20%)
0.82 (11%)
0.01 (0%)
0.01 (0%)
0.33 (4%)
0.5e-3
8.59
1.07 (12%)
4.40 (51%)
1.74 (20%)
0.96 (11%)
0.01 (0%)
0.01 (0%)
0.40 (5%)
Appendix
Table 10: Encoding time for different components on the Mip-NeRF360 dataset.
λr
Total Time (s)
xa
fa
l
o
H
m
Others
4e-3
7.40
0.28 (4%)
3.69 (50%)
2.30 (31%)
0.94 (13%)
0.01 (0%)
0.01 (0%)
0.17 (2%)
3e-3
9.15
0.31 (3%)
4.71 (51%)
2.79 (30%)
1.21 (13%)
0.01 (0%)
0.01 (0%)
0.11 (1%)
2e-3
10.98
0.34 (3%)
5.72 (52%)
3.21 (29%)
1.54 (14%)
0.01 (0%)
0.01 (0%)
0.15 (1%)
1e-3
12.63
0.37 (3%)
6.65 (53%)
3.54 (28%)
1.82 (14%)
0.01 (0%)
0.01 (0%)
0.23 (2%)
0.5e-3
14.20
0.40 (3%)
7.55 (53%)
3.86 (27%)
1.98 (14%)
0.01 (0%)
0.01 (0%)
0.39 (3%)
Appendix
Table 11: Decoding time for different components on the Mip-NeRF360 dataset.
λr
Total Size
xa
fa
l
o
H
m
MLP
4e-3
3.85
0.19
1.89
0.80
0.48
0.05
0.10
0.34
3e-3
4.92
0.20
2.57
1.01
0.63
0.06
0.11
0.34
2e-3
6.88
0.26
3.81
1.37
0.88
0.08
0.14
0.34
1e-3
10.24
0.35
5.94
1.93
1.35
0.10
0.23
0.34
0.5e-3
13.61
0.44
8.15
2.44
1.83
0.14
0.27
0.34
Appendix
Table 12: Storage size (MB) of different components on the Mip-NeRF360 dataset.
λr
Scenes
PSNR ↑
SSIM ↑
LPIPS ↓
Size (MB) ↓
4e-3
chair
33.54
0.960
0.025
0.28
drums
26.75
0.950
0.032
0.31
ficus
34.36
0.982
0.018
0.20
hotdog
35.65
0.971
0.033
0.24
lego
32.76
0.966
0.029
0.36
materials
30.21
0.950
0.025
0.31
Appendix
Table 13: RacerGS results on the Synthetic-NeRF dataset for different λr values.
λr
Scenes
PSNR ↑
SSIM ↑
LPIPS ↓
Size (MB) ↓
4e-3
bicycle
24.19
0.743
0.292
5.42
bonsai
32.00
0.927
0.188
2.87
counter
29.14
0.884
0.261
2.50
flowers
24.02
0.807
0.213
4.09
garden
26.20
0.759
0.295
5.14
kitchen
31.51
0.905
0.157
2.73
Appendix
Table 14: RacerGS results on the Mip-NeRF360 dataset for different λr values.
λr
Scenes
PSNR ↑
SSIM ↑
LPIPS ↓
Size (MB) ↓
4e-3
truck
25.82
0.861
0.178
4.46
train
23.08
0.833
0.212
3.92
3e-3
truck
25.88
0.868
0.171
5.28
train
23.08
0.836
0.208
4.62
2e-3
truck
25.94
0.876
0.166
6.71
train
23.08
0.838
0.205
5.91
Appendix
Table 15: RacerGS results on the Tanks&Temples dataset for different λr values.
λr
Scenes
PSNR ↑
SSIM ↑
LPIPS ↓
Size (MB) ↓
4e-3
playroom
30.02
0.904
0.268
1.52
drjohnson
30.13
0.907
0.274
1.97
3e-3
playroom
30.12
0.906
0.261
2.02
drjohnson
30.28
0.910
0.265
2.68
2e-3
playroom
30.22
0.908
0.258
2.64
drjohnson
30.32
0.910
0.260
3.52
Appendix
Table 16: RacerGS results on the DeepBlending dataset for different λr values.
λr
Scenes
PSNR ↑
SSIM ↑
LPIPS ↓
Size (MB) ↓
4e-3
amsterdam
26.75
0.854
0.239
8.23
bilbao
26.32
0.878
0.251
7.32
hollywood
26.52
0.875
0.358
8.03
pompidou
26.73
0.822
0.255
6.27
quebec
27.49
0.809
0.175
6.09
rome
25.25
0.831
0.252
7.17
Appendix
Table 17: RacerGS results on the BungeeNeRF dataset for different λr values.
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) enables high-quality novel view synthesis but incurs high storage and transmission costs due to dense Gaussian primitives. Recent anchor-based compression reduces per-primitive redundancy, yet redundancy across anchors remains largely unexploited. We propose CRP-GS (Cross-Representation Priors for Gaussian Splatting), a rate-distortion optimized compression framework that leverages cross-representation priors to improve anchor-level entropy modeling. First, a Correspondence-Oriented Hierarchical Structure (COHS) organizes anchors by feature correspondence rather than spatial proximity, constructing root-leaf dependencies so that selected anchors can act as informative priors to conditionally encode others, yielding more accurate likelihood prediction and lower conditional entropy. Second, Shared Feature Aggregation (SFA) extracts globally shared features from a contextual hash grid and injects them into anchor representations, factoring out scene-consistent low-frequency information that would otherwise be redundantly embedded in individual anchors. Both modules are trained under a unified rate-distortion objective to balance bitrate reduction and rendering fidelity. Experiments across multiple benchmarks show that CRP-GS achieves a favorable overall rate-distortion trade-off, yielding around 30% average bitrate reduction compared to anchor-based baselines while maintaining comparable rendering quality.
Yezheng Zhang, Huanxiong Liang, Chuqin Zhou +2
Institute of Image Communication and Network Engineering, Shanghai Jiao Tong University, Shanghai 200240, China
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