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📄 Abstract
Abstract: 3D Gaussian Splatting (3DGS) has emerged as a powerful technique for radiance
field rendering, but it typically requires millions of redundant Gaussian
primitives, overwhelming memory and rendering budgets. Existing compaction
approaches address this by pruning Gaussians based on heuristic importance
scores, without global fidelity guarantee. To bridge this gap, we propose a
novel optimal transport perspective that casts 3DGS compaction as global
Gaussian mixture reduction. Specifically, we first minimize the composite
transport divergence over a KD-tree partition to produce a compact geometric
representation, and then decouple appearance from geometry by fine-tuning color
and opacity attributes with far fewer Gaussian primitives. Experiments on
benchmark datasets show that our method (i) yields negligible loss in rendering
quality (PSNR, SSIM, LPIPS) compared to vanilla 3DGS with only 10% Gaussians;
and (ii) consistently outperforms state-of-the-art 3DGS compaction techniques.
Notably, our method is applicable to any stage of vanilla or accelerated 3DGS
pipelines, providing an efficient and agnostic pathway to lightweight neural
rendering. The code is publicly available at
https://github.com/DrunkenPoet/GHAP