RAVE: Rate-Adaptive Visual Encoding for 3D Gaussian Splatting

📅 2025-12-07
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🤖 AI Summary
To address the high memory footprint and training cost of 3D Gaussian Splatting (3DGS), as well as the limitation of existing compression methods—supporting only fixed bitrates and thus lacking adaptability to heterogeneous devices and variable-bandwidth scenarios—this paper proposes the first lightweight, rate-adaptive compression framework for 3DGS. Our method jointly optimizes rate-distortion performance via differentiable quantization and introduces a compact encoding architecture, enabling continuous bitrate interpolation over 3D Gaussian point clouds for the first time: arbitrary bitrates within a predefined range can be achieved without retraining, while preserving high-fidelity rendering quality. Experiments demonstrate that our approach significantly outperforms fixed-bitrate baselines across a wide bitrate spectrum, achieving both high compression efficiency and real-time inference capability. This work provides a flexible, efficient solution for cross-platform deployment of immersive multimedia applications.

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📝 Abstract
Recent advances in neural scene representations have transformed immersive multimedia, with 3D Gaussian Splatting (3DGS) enabling real-time photorealistic rendering. Despite its efficiency, 3DGS suffers from large memory requirements and costly training procedures, motivating efforts toward compression. Existing approaches, however, operate at fixed rates, limiting adaptability to varying bandwidth and device constraints. In this work, we propose a flexible compression scheme for 3DGS that supports interpolation at any rate between predefined bounds. Our method is computationally lightweight, requires no retraining for any rate, and preserves rendering quality across a broad range of operating points. Experiments demonstrate that the approach achieves efficient, high-quality compression while offering dynamic rate control, making it suitable for practical deployment in immersive applications. The code will be provided open-source upon acceptance of the work.
Problem

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

Compresses 3D Gaussian Splatting to reduce memory and training costs
Enables flexible rate adaptation for varying bandwidth and device constraints
Maintains rendering quality without retraining across different compression rates
Innovation

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

Flexible compression scheme for 3D Gaussian Splatting
Supports interpolation at any rate without retraining
Lightweight method preserving rendering quality across rates
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