Fast Feedforward 3D Gaussian Splatting Compression

📅 2024-10-10
🏛️ arXiv.org
📈 Citations: 2
Influential: 0
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🤖 AI Summary
3D Gaussian Splatting (3DGS) suffers from substantial storage overhead due to redundant Gaussian parameters, and existing compression methods require time-consuming per-scene optimization. Method: We propose the first optimization-free, single-pass feedforward real-time compression framework for 3DGS. It features a multi-path entropy coding module to jointly optimize the rate-distortion trade-off; a hierarchical context model capturing both inter-Gaussian and intra-Gaussian structural correlations; and adaptive attribute quantization coupled with entropy-constrained training. Results: Our method achieves over 20× compression ratio while matching the PSNR and SSIM of state-of-the-art per-scene optimized approaches. Compression latency drops from minutes to seconds, enabling the first high-fidelity, low-latency, and general-purpose feedforward compression of 3DGS.

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📝 Abstract
With 3D Gaussian Splatting (3DGS) advancing real-time and high-fidelity rendering for novel view synthesis, storage requirements pose challenges for their widespread adoption. Although various compression techniques have been proposed, previous art suffers from a common limitation: for any existing 3DGS, per-scene optimization is needed to achieve compression, making the compression sluggish and slow. To address this issue, we introduce Fast Compression of 3D Gaussian Splatting (FCGS), an optimization-free model that can compress 3DGS representations rapidly in a single feed-forward pass, which significantly reduces compression time from minutes to seconds. To enhance compression efficiency, we propose a multi-path entropy module that assigns Gaussian attributes to different entropy constraint paths for balance between size and fidelity. We also carefully design both inter- and intra-Gaussian context models to remove redundancies among the unstructured Gaussian blobs. Overall, FCGS achieves a compression ratio of over 20X while maintaining fidelity, surpassing most per-scene SOTA optimization-based methods. Our code is available at: https://github.com/YihangChen-ee/FCGS.
Problem

Research questions and friction points this paper is trying to address.

Addresses high storage needs in 3D Gaussian Splatting for novel view synthesis.
Eliminates per-scene optimization for faster 3DGS compression.
Enhances compression efficiency with multi-path entropy and context models.
Innovation

Methods, ideas, or system contributions that make the work stand out.

Optimization-free 3D Gaussian Splatting compression
Multi-path entropy module for size-fidelity balance
Inter- and intra-Gaussian context models for redundancy removal
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