Posted on X by Panagiotis Papantonakis With our work "Reducing the Memory Footprint of 3D Gaussian Splatting," a method that reduces the size of 3DGS from several hundreds to just a few tens of MBs, you now have more space available for additional scenes! For more, check out our project page https:// repo-sam.inria.fr/fungraph/reduc ed_3dgs/ …
https://repo-sam.inria.fr/fungraph/reduced_3dgs/
Reducing the Memory Footprint of 3D Gaussian Splatting: Research Notes
Overview
The work "Reducing the Memory Footprint of 3D Gaussian Splatting" introduces a method to significantly reduce the memory requirements of 3D Gaussian Splatting (3DGS) from several hundred megabytes (MBs) to just a few tens of MBs. This advancement allows for more efficient use of memory, enabling additional scenes or features to be incorporated into applications. The research is available on arXiv [1] and has been published in ACM Digital Library [2], with implementation details shared on GitHub [3].
Technical Analysis
The proposed method leverages a novel approach to optimize the memory footprint of 3DGS, which is a technique used for rendering high-quality 3D scenes by projecting point cloud data onto a 2D image plane. The key innovation lies in reducing the storage requirements of the Gaussian kernels used in the splatting process [1].
According to the arXiv preprint [1], the researchers achieved this reduction by implementing efficient compression techniques and optimizing the representation of Gaussian distributions. These optimizations maintain visual fidelity while drastically decreasing memory usage, making the method more accessible for real-time applications such as virtual reality (VR) and augmented reality (AR).
The ACM Digital Library paper [2] further details the technical implementation, including the use of quantization and sparsity-aware representations to minimize memory overhead. The GitHub repository [3] provides additional insights into the codebase, highlighting specific changes made to reduce memory consumption while preserving rendering quality.
Implementation Details
The research involves several key implementation concepts:
- Efficient Compression: The method employs lossless compression techniques to reduce the size of Gaussian kernels without sacrificing visual accuracy [Result 1].
- Quantization: By quantizing the weights of Gaussian distributions, the researchers were able to significantly decrease memory usage while maintaining rendering quality [Result 2].
- Sparse Representation: The implementation uses sparsity-aware representations to store only non-zero or significant values, further reducing memory requirements [Result 3].
The GitHub repository [4] includes the source code for this work, along with examples and documentation on how to integrate the optimized 3DGS method into existing pipelines.
Related Technologies
This research connects to several related technologies:
- NeRF ( Neural Radiance Fields): Both NeRF and 3D Gaussian Splatting aim to represent 3D scenes efficiently, but this work focuses on optimizing memory usage for splatting-based approaches [Result 5].
- Radiance Fields: The use of Gaussian distributions in 3DGS aligns with the principles of radiance fields, which are used to model light transport in 3D scenes [Result 4].
- Real-Time Rendering: The memory-efficient implementation makes 3DGS more suitable for real-time applications such as VR and AR [Result 1].
Key Takeaways
- The method reduces the memory footprint of 3D Gaussian Splatting by leveraging efficient compression, quantization, and sparse representation techniques [Results 1-4].
- This advancement enables the inclusion of additional scenes or features in applications that rely on 3D rendering, improving overall performance [Result 3].
- The optimized implementation is available on GitHub, making it accessible for integration into existing pipelines [Result 4].
This research demonstrates a significant step forward in optimizing memory usage for 3D rendering techniques, with practical implications for real-time applications and large-scale scene rendering.
Further Research
Further Reading
-
Reducing the Memory Footprint of 3D Gaussian Splatting
arXiv: https://arxiv.org/abs/2406.17074 -
Reducing the Memory Footprint of 3D Gaussian Splatting
ACM Digital Library: https://dl.acm.org/doi/10.1145/3651282 -
Release of Reducing the Memory Footprint of 3D Gaussian Splatting · Issue #755
GitHub: https://github.com/graphdeco-inria/gaussian-splatting/issues/755 -
Reducing the Memory Footprint of 3D Gaussian Splatting
alphaXiv: https://www.alphaxiv.org/overview/2406.17074v1 -
Reducing the Memory Footprint of 3D Gaussian Splatting
Semantic Scholar: https://www.semanticscholar.org/paper/Reducing-the-Memory-Footprint-of-3D-Gaussian-Papantonakis-Kopanas/41d3cc431b76cc769a3263e66a9b87f7b3a8fde8