3D Gaussian Splatting (3DGS) has demonstrated remarkable effectiveness in 3D reconstruction, achieving high-quality results with real-time radiance field rendering. However, a key challenge is the substantial storage cost: reconstructing a single scene typically requires millions of Gaussian splats, each represented by 59 floating-point parameters, resulting in approximately 1 GB of memory. To address this challenge, we propose a compression method by building separate attribute codebooks and storing only discrete code indices. Specifically, we employ noise-substituted vector quantization technique to jointly train the codebooks and model features, ensuring consistency between gradient descent optimization and parameter discretization. Our method reduces the memory consumption efficiently (around 45×) while maintaining competitive reconstruction quality on standard 3D benchmark scenes. Experiments on different codebook sizes show the trade-off between compression ratio and image quality. Furthermore, the trained compressed model remains fully compatible with popular 3DGS viewers and enables faster rendering speed, making it well-suited for practical applications.
@article{arxiv.2504.03059,
title = {Compressing 3D Gaussian Splatting by Noise-Substituted Vector Quantization},
author = {Haishan Wang and Mohammad Hassan Vali and Arno Solin},
journal= {arXiv preprint arXiv:2504.03059},
year = {2025}
}
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Appearing in Scandinavian Conference on Image Analysis (SCIA) 2025