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ProtoGS: Efficient and High-Quality Rendering with 3D Gaussian Prototypes (arxiv.org)
22 points by PaulHoule on Apr 9, 2025 | hide | past | pdf | discuss on HN

In plain words: Instead of storing many tiny 3D blobs to paint a scene from new angles, this builds them from a small set of reusable shapes grouped around anchor points. Compared with shrinking the blobs, it renders faster with far fewer while keeping the picture sharp.

Abstract

3D Gaussian Splatting (3DGS) has made significant strides in novel view synthesis but is limited by the substantial number of Gaussian primitives required, posing challenges for deployment on lightweight devices. Recent methods address this issue by compressing the storage size of densified Gaussians, yet fail to preserve rendering quality and efficiency. To overcome these limitations, we propose ProtoGS to learn Gaussian prototypes to represent Gaussian primitives, significantly reducing the total Gaussian amount without sacrificing visual quality. Our method directly uses Gaussian prototypes to enable efficient rendering and leverage the resulting reconstruction loss to guide prototype learning. To further optimize memory efficiency during training, we incorporate structure-from-motion (SfM) points as anchor points to group Gaussian primitives. Gaussian prototypes are derived within each group by clustering of K-means, and both the anchor points and the prototypes are optimized jointly. Our experiments on real-world and synthetic datasets prove that we outperform existing methods, achieving a substantial reduction in the number of Gaussians, and enabling high rendering speed while maintaining or even enhancing rendering fidelity.

Zhengqing Gao, Dongting Hu, Jia-Wang Bian, Huan Fu, Yan Li, Tongliang Liu, Mingming Gong, Kun Zhang
arXiv:2503.17486 · cs.CV, cs.AI · submitted Mar 21, 2025 · updated Apr 8, 2025
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