English

Steepest Descent Density Control for Compact 3D Gaussian Splatting

Computer Vision and Pattern Recognition 2025-05-12 v1

Abstract

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for real-time, high-resolution novel view synthesis. By representing scenes as a mixture of Gaussian primitives, 3DGS leverages GPU rasterization pipelines for efficient rendering and reconstruction. To optimize scene coverage and capture fine details, 3DGS employs a densification algorithm to generate additional points. However, this process often leads to redundant point clouds, resulting in excessive memory usage, slower performance, and substantial storage demands - posing significant challenges for deployment on resource-constrained devices. To address this limitation, we propose a theoretical framework that demystifies and improves density control in 3DGS. Our analysis reveals that splitting is crucial for escaping saddle points. Through an optimization-theoretic approach, we establish the necessary conditions for densification, determine the minimal number of offspring Gaussians, identify the optimal parameter update direction, and provide an analytical solution for normalizing off-spring opacity. Building on these insights, we introduce SteepGS, incorporating steepest density control, a principled strategy that minimizes loss while maintaining a compact point cloud. SteepGS achieves a ~50% reduction in Gaussian points without compromising rendering quality, significantly enhancing both efficiency and scalability.

Keywords

Cite

@article{arxiv.2505.05587,
  title  = {Steepest Descent Density Control for Compact 3D Gaussian Splatting},
  author = {Peihao Wang and Yuehao Wang and Dilin Wang and Sreyas Mohan and Zhiwen Fan and Lemeng Wu and Ruisi Cai and Yu-Ying Yeh and Zhangyang Wang and Qiang Liu and Rakesh Ranjan},
  journal= {arXiv preprint arXiv:2505.05587},
  year   = {2025}
}

Comments

CVPR 2025, Project page: https://vita-group.github.io/SteepGS/

R2 v1 2026-06-28T23:26:22.974Z