Non-Uniform Quantisation for 3DGS Compression

๐Ÿ“… 2026-08-28
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๐Ÿค– AI Summary
ๆœฌๆ–‡ๆๅ‡บไบ†ไธ€็ง้’ˆๅฏน3D้ซ˜ๆ–ฏ็‚นไบ‘๏ผˆ3DGS๏ผ‰็š„้žๅ‡ๅŒ€้‡ๅŒ–ๅŽ‹็ผฉๆ–นๆกˆ๏ผŒ้€š่ฟ‡้‡่ฆๆ€งๅŠ ๆƒ้‡ๅŒ–ๅ’Œๅˆๅนถๆถˆ้™คๅ†—ไฝ™๏ผŒ่งฃๅ†ณไบ†3DGSๅญ˜ๅ‚จไธŽไผ ่พ“็š„้ซ˜ๆฏ”็‰น็އ้—ฎ้ข˜ใ€‚
๐Ÿ“ Abstract
3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, yet its high bitrate requirements pose significant challenges for storage and transmission. To enable practical applications and ensure interoperability within the 3DGS ecosystem, standardised compression formats are essential. In this paper, we propose a novel non-uniform quantisation scheme specifically tailored for 3DGS models. Our approach adapts to the underlying data distribution by applying importance-weighted quantisation and eliminating post-voxelisation redundancy through importance weighted merging. Extensive evaluations on benchmark datasets demonstrate that our method achieves state-of-the-art compression performance. Furthermore, the proposed scheme is compatible with any point-cloud-based representation and is intended as a formal contribution to the upcoming MPEG 3DGS compression standardisation activities.
Problem

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

3DGS
compression
bitrate
storage
transmission
Innovation

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

non-uniform quantisation
importance-weighted quantisation
post-voxelisation redundancy
3DGS compression
MPEG standardisation
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