π€ AI Summary
To address the high storage and computational overhead of 3D Gaussian Splatting (3DGS) caused by its large number of Gaussian primitives, this paper proposes a fully automatic, nature-inspired pruning framework. Departing from manual thresholds or auxiliary learnable parameters, our method is the first to introduce a survival-competition mechanism into 3DGS optimization: a rendering-quality-driven gradient constructs a regularization gradient field that models βsurvival pressure,β enabling autonomous primitive retention decisions; opacity decay coupled with a bounded opacity prior further accelerates convergence. Under a stringent 15% parameter budget, our approach achieves a PSNR gain exceeding 0.6 dB over baseline methods, establishing new state-of-the-art performance for compact 3DGS reconstruction.
π Abstract
3DGS employs a large number of Gaussian primitives to fit scenes, resulting in substantial storage and computational overhead. Existing pruning methods rely on manually designed criteria or introduce additional learnable parameters, yielding suboptimal results. To address this, we propose an natural selection inspired pruning framework that models survival pressure as a regularization gradient field applied to opacity, allowing the optimization gradients--driven by the goal of maximizing rendering quality--to autonomously determine which Gaussians to retain or prune. This process is fully learnable and requires no human intervention. We further introduce an opacity decay technique with a finite opacity prior, which accelerates the selection process without compromising pruning effectiveness. Compared to 3DGS, our method achieves over 0.6 dB PSNR gain under 15% budgets, establishing state-of-the-art performance for compact 3DGS. Project page https://xiaobin2001.github.io/GNS-web.