Gaussians on a Diet: High-Quality Memory-Bounded 3D Gaussian Splatting Training
arXiv cs.CV / 4/23/2026
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Key Points
- The paper addresses a major limitation of 3D Gaussian Splatting: very high memory usage during training caused by uncontrolled densification of Gaussian primitives.
- It proposes a memory-bounded training framework that keeps memory usage near-constant by iteratively alternating pruning of low-impact Gaussians with strategic growth of new primitives.
- An adaptive “Gaussian compensation” mechanism is used to preserve or improve rendering quality while limiting peak memory spikes early in training.
- Experiments on multiple real-world datasets under strict memory constraints show substantial gains over existing state-of-the-art approaches.
- The method is demonstrated on the NVIDIA Jetson AGX Xavier, enabling memory-efficient 3DGS training with up to 80% lower peak training memory while maintaining similar visual quality.
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