English

MEGS$^{2}$: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning

Computer Vision and Pattern Recognition 2026-03-02 v3 Artificial Intelligence

Abstract

3D Gaussian Splatting (3DGS) has emerged as a dominant novel-view synthesis technique, but its high memory consumption severely limits its applicability on edge devices. A growing number of 3DGS compression methods have been proposed to make 3DGS more efficient, yet most only focus on storage compression and fail to address the critical bottleneck of rendering memory. To address this problem, we introduce MEGS2^{2}, a novel memory-efficient framework that tackles this challenge by jointly optimizing two key factors: the total primitive number and the parameters per primitive, achieving unprecedented memory compression. Specifically, we replace the memory-intensive spherical harmonics with lightweight, arbitrarily oriented spherical Gaussian lobes as our color representations. More importantly, we propose a unified soft pruning framework that models primitive-number and lobe-number pruning as a single constrained optimization problem. Experiments show that MEGS2^{2} achieves a 50% static VRAM reduction and a 40% rendering VRAM reduction compared to existing methods, while maintaining comparable rendering quality. Project page: https://megs-2.github.io/

Keywords

Cite

@article{arxiv.2509.07021,
  title  = {MEGS$^{2}$: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning},
  author = {Jiarui Chen and Yikeng Chen and Yingshuang Zou and Ye Huang and Peng Wang and Yuan Liu and Yujing Sun and Wenping Wang},
  journal= {arXiv preprint arXiv:2509.07021},
  year   = {2026}
}

Comments

20 pages, 8 figures. Accepted by ICLR 2026