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ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Model
Yufei Wang, Zhihao Li, Lanqing Guo, Wenhan Yang, Alex C. Kot, Bihan Wen
TL;DR
3DGS offers fast, high-fidelity rendering but its many Gaussians create substantial storage demands, and existing compression leaves spatial dependence underused. ContextGS codes anchors hierarchically with an autoregressive context model and a quantized hyperprior; it reports large file-size reductions while maintaining comparable or enhanced fidelity.
Problem
3DGS’s many Gaussians create substantial storage overhead, while existing compression methods leave spatial redundancy among neighboring Gaussians underexplored.
Source: §1 · p. 2Method
ContextGS progressively codes hierarchical anchors, using decoded coarser anchors to predict finer ones and a quantized hyperprior feature for each anchor.
Source: §1 · p. 2Results
15× smaller than Scaffold-GS and 100× smaller than standard 3DGS on average across datasets, with comparable or enhanced fidelity.
Source: §1 · p. 3Takeaways & Limitations
The experiments report better performance than state-of-the-art and concurrent works, and reusing coarse-level anchors performs better than using them only as a prior.
Source: §6 · p. 10Anchor positions are not encoded in the experiments because adaptive quantization degrades fidelity, while fixed quantization increases symbol counts and slows coding.
Source: §5.3 · p. 9
Abstract
from arXiv · showhide
Recently, 3D Gaussian Splatting (3DGS) has become a promising framework for novel view synthesis, offering fast rendering speeds and high fidelity. However, the large number of Gaussians and their associated attributes require effective compression techniques. Existing methods primarily compress neural Gaussians individually and independently, i.e., coding all the neural Gaussians at the same time, with little design for their interactions and spatial dependence. Inspired by the effectiveness of the context model in image compression, we propose the first autoregressive model at the anchor level for 3DGS compression in this work. We divide anchors into different levels and the anchors that are not coded yet can be predicted based on the already coded ones in all the coarser levels, leading to more accurate modeling and higher coding efficiency. To further improve the efficiency of entropy coding, e.g., to code the coarsest level with no already coded anchors, we propose to introduce a low-dimensional quantized feature as the hyperprior for each anchor, which can be effectively compressed. Our work pioneers the context model in the anchor level for 3DGS representation, yielding an impressive size reduction of over 100 times compared to vanilla 3DGS and 15 times compared to the most recent state-of-the-art work Scaffold-GS, while achieving comparable or even higher rendering quality.
1 Introduction
ContextGS targets the spatial redundancy left by existing 3DGS compression by predicting anchor properties from already coded anchors. It combines hierarchical coding and a quantized hyperprior, reporting large size reductions while maintaining comparable or enhanced fidelity.
- Existing compression methods often encode Gaussians individually, while similarity among Scaffold-GS anchors leaves spatial redundancy unresolved.Source: §1 · p. 2
- ContextGS predicts not-yet-coded anchor properties from already coded anchors to reduce spatial redundancy.Source: §1 · p. 2
- 15× smaller than Scaffold-GS and 100× smaller than standard 3DGS on average across datasets, with comparable or enhanced fidelity.Source: §1 · p. 3
2 Related works
The related work contrasts neural-field and Gaussian scene representations, then reviews compression approaches and their remaining spatial-redundancy gap.
2.1 Neural radiance field and 3D Gaussian splatting
- NeRF uses an MLP to represent scene appearance and geometry, but dense querying makes rendering slow; 3DGS instead uses learnable Gaussians and tile-based rasterization for real-time rendering.Source: §2.1 · p. 3
- Factorization and hash-grid methods speed neural-field rendering, yet many queries per pixel can increase feature storage and complicate empty-space or large-scene rendering.Source: §2.1 · p. 3
2.2 Deep compression
- Compression methods prune or codebook-cluster Gaussians, while entropy coding models their distributions; these approaches largely neglect redundancy among neighboring Gaussians.Source: §2.2 · p. 3
- Scaffold-GS uses anchors to capture shared local Gaussian features, and HAC adds a hash-feature prior, but coding all anchors together leaves redundancy that ContextGS addresses with anchor-level context modeling.Source: §2.2 · p. 3
3 Preliminary
The preliminary section describes 3DGS’s Gaussian representation and Scaffold-GS’s use of anchors to predict local Gaussian attributes. Figure 2 also illustrates the proposed coarse-to-fine anchor organization and reuse.
- 3DGS represents scenes with anisotropic learnable Gaussians and renders them through tile-based rasterization.Source: §3 · pp. 3–4
- Figure 2 contrasts shared-feature anchors with multilevel division, where decoded coarse anchors are forwarded to finer levels to avoid duplicate storage.Source: Figure 2 · p. 4
- Each Scaffold-GS anchor stores a context feature, location, scale, and offsets used to predict view-dependent Gaussians in its voxel.Source: §3 · p. 4
- Predicting Gaussian properties from anchor features and storing anchor properties reduces the storage demand of the scene representation.Source: §3 · p. 4
4 Methodology
ContextGS partitions anchors into hierarchical levels and codes them progressively, using decoded coarser anchors and per-anchor hyperpriors to model anchor features. Its training objective combines entropy cost with rendering-related losses.
4.1 Anchor partitioning strategy
- Anchors are partitioned bottom-up into disjoint voxel-scale levels, with representative selection and duplicate filtering supporting coarse-to-fine coding.Source: §4.1 · pp. 4–5
- A target count ratio between adjacent levels determines voxel scales by binary search, avoiding scene-specific scale tuning; performance is reported relatively robust to τ.Source: §4.1 · pp. 5–6
4.2 Coding with entropy models
- For entropy coding, each anchor’s feature distribution is conditioned on already-decoded adjacent anchors from the coarser level.Source: §4.2 · p. 6
- A low-dimensional, learnable hyperprior is assigned to each anchor and modeled with a fully factorized density; quantized hyperprior features are jointly optimized for compact storage.Source: §4.2 · p. 6
4.3 Training objective
- Training jointly optimizes anchor-feature bitrate and SSIM/L1 rendering loss, with Scaffold-GS loss and masking regularization also included.The entropy term charges for hyperprior features and anchor features across levels; its context combines hyperprior features with features from already-coded nearby anchors.Source: §4.3 · p. 6
5 Experiments
Experiments compare ContextGS with 3DGS compression baselines across real-scene datasets and report storage and rendering-quality gains. Ablations examine the target ratio, proposed components, anchor reuse, position coding, and decoding time.
5.1 Implementation details
- Experiments use three levels, target ratio 0.2, 30,000 training iterations, and compare rendering quality and storage across four real-scene datasets.The anchor feature dimension is 50; evaluation metrics include PSNR, SSIM, LPIPS, storage size, and rate-distortion curves.Source: §5.1 · p. 7, §5.2 · p. 7
5.2 Comparison with baselines
- 15× average size reduction versus Scaffold-GS; ContextGS also improves storage efficiency over recent compression competitors and rendering quality over Scaffold-GS.Visual comparisons include BungeeNeRF and Tanks&Temples.Source: §5.2 · p. 8, Figure 5 · p. 8
5.3 Ablation studies and discussions
- PSNR remains relatively stable across target ratios τ, and the authors select τ = 0.2 for all experiments.The target ratio is varied between adjacent levels; the hyperprior feature is disabled for this evaluation.Source: §5.3 · p. 8
- The context model and hyperprior reduce file size by 21% and 10.17%, respectively; together they save 26.1% versus the ablation baseline and 92.5% versus Scaffold-GS.The baseline uses an entropy constraint and masking loss.Source: §5.3 · pp. 8–9, Table 2 · p. 8
- Without reusing coarser-level anchors at the finest level, the model has serious redundancy, performing slightly worse than a model without anchor levels.The ablation tests the anchor-forward technique on BungeeNeRF.Source: §5.3 · p. 9, Table 3 · p. 9
- Anchor positions are not encoded in the experiments: adaptive quantization degrades performance, while fixed-width quantization increases symbol count and slows coding.The authors state that positions occupy only a small portion of the bitstream.Source: §5.3 · p. 9
- Autoregressive coding adds negligible training and decompression overhead; coding uses three iterations, with no overlap of anchors across levels.The same number of anchors is processed overall as without level division.Source: §5.3 · p. 9
6 Conclusion
ContextGS applies an anchor-level context model to 3DGS compression by coding anchors from coarser levels first. It also uses a hyperprior feature and anchor forward to improve compression performance.
6 Conclusion
- Coarser-level anchors are coded first and used to predict anchors not yet coded.A hyperprior feature further reduces channel-wise redundancy, while anchor forward reuses coarse-level anchors at the final level and outperforms using them only as a prior.Source: §6 · pp. 9–10
A.1 Broader impacts
The authors describe potential accessibility and application benefits from reduced 3DGS representation size, alongside releasing code for community use. They report no serious negative impacts identified for the compression work.
A.1 Broader impacts
- Reduced 3DGS representation size may make models easier to store, transmit, and process across devices.The authors frame this as potentially widening access to high-quality rendering.Source: §A.1 · p. 12
- Compression improvements could support applications including virtual reality, gaming, medical imaging, and architectural visualization.The authors describe possible benefits such as more immersive experiences, better diagnostics, and more efficient design workflows.Source: §A.1 · p. 12
- The authors say releasing code fosters transparency and collaboration and can help others build on the work.Source: §A.1 · p. 12
- The authors report no serious negative impacts identified, citing the work's focus on compression and no concerns about misuse or fake-data generation.Source: §A.1 · p. 12
A.2 Limitations
Entropy coding adds computational cost during encoding and decoding when saving or loading a scene, which can delay rendering after a file is opened.
A.2 Limitations
- Entropy coding adds computational costs during encoding and decoding when saving or loading a 3D scene.Decoding the bitstream takes extra time, making it challenging to start rendering immediately after opening the file.Source: §A.2 · p. 12
A.3 More experimental details and results
The section reports anchor-position coding comparisons across multiple datasets and describes rate-distortion settings. Table 5 compares size and fidelity tradeoffs; Tables 6–9 provide per-scene results by dataset.
A.3 More experimental details and results
- Different λe values are used to evaluate rate-distortion tradeoffs, with larger λe leading to smaller model sizes.The comparison normalizes λe using the dimension of anchor features, following [5], to give similar bias toward rate-distortion tradeoffs.Source: §A.3 · p. 12
- Table 5 compares results with and without anchor-position coding at two size–fidelity tradeoffs.A smaller λe gives a larger model with improved fidelity; a larger λe gives a smaller model.Source: Table 5 · p. 12, §A.3 · p. 12
- Tables 6–9 report per-scene results for BungeeNerf, DeepBlending, Tank&Template, and Mip-NeRF360.Source: Table 6 · p. 13, Table 7 · p. 13, Table 8 · p. 13