GS^2: Graph-based Spatial Distribution Optimization for Compact 3D Gaussian Splatting

arXiv cs.CV / 4/3/2026

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Key Points

  • The paper proposes GS^2, a graph-based spatial distribution optimization method to make 3D Gaussian Splatting more memory-efficient without sacrificing spatial consistency.
  • GS^2 uses an ELBO-based adaptive densification strategy to automatically control how Gaussian points are added during training.
  • It introduces an opacity-aware progressive pruning approach that reduces memory by dynamically removing low-opacity Gaussian points.
  • A graph-based feature encoding module performs feature-guided point shifting to better adjust the spatial distribution of Gaussians.
  • Experiments report improved reconstruction quality and efficiency versus 3DGS, achieving higher PSNR while using only about 12.5% as many Gaussian points.

Abstract

3D Gaussian Splatting (3DGS) has demonstrated breakthrough performance in novel view synthesis and real-time rendering. Nevertheless, its practicality is constrained by the high memory cost due to a huge number of Gaussian points. Many pruning-based 3DGS variants have been proposed for memory saving, but often compromise spatial consistency and may lead to rendering artifacts. To address this issue, we propose graph-based spatial distribution optimization for compact 3D Gaussian Splatting (GS\textasciicircum2), which enhances reconstruction quality by optimizing the spatial distribution of Gaussian points. Specifically, we introduce an evidence lower bound (ELBO)-based adaptive densification strategy that automatically controls the densification process. In addition, an opacity-aware progressive pruning strategy is proposed to further reduce memory consumption by dynamically removing low-opacity Gaussian points. Furthermore, we propose a graph-based feature encoding module to adjust the spatial distribution via feature-guided point shifting. Extensive experiments validate that GS\textasciicircum2 achieves a compact Gaussian representation while delivering superior rendering quality. Compared with 3DGS, it achieves higher PSNR with only about 12.5\% Gaussian points. Furthermore, it outperforms all compared baselines in both rendering quality and memory efficiency.