Research
CVT-GS: Learning to Simplify 3D Gaussian Splatting with Centroidal Voronoi Tessellation
arXiv:2609.08730v1 Announce Type: new Abstract: While 3D Gaussian Splatting (3DGS) has emerged as a powerful representation for real-time novel view synthesis, rendering high-fidelity scenes often rel
arXiv:2609.08730v1 Announce Type: new Abstract: While 3D Gaussian Splatting (3DGS) has emerged as a powerful representation for real-time novel view synthesis, rendering high-fidelity scenes often relies on a massive number of Gaussian primitives, incurring substantial storage and computational overhead. Existing simplification techniques are largely intrusive, requiring training-time pruning, architectural modifications, or computationally expensive per-scene fine-tuning. These drawbacks limit their deployment on off-the-shelf pretrained models. In this paper, we propose CVT-GS, a novel optimization-free post-hoc simplification framework that directly compresses trained 3DGS scenes without sacrificing visual fidelity. Our approach first constructs spatially coherent cells over Gaussian centers via a geometry-aware Centroidal Voronoi Tessellation (CVT). Subsequently, a lightweight neural cell merger predicts the geometry and appearance of a single, highly representative Gaussian primitive for each cell under differentiable rendering supervision. By formulating simplification as a rendering-aware many-to-one merging process rather than naive primitive pruning, CVT-GS outputs a standard 3DGS scene that is seamlessly compatible with existing renderers. Experiments on various datasets demonstrate the superiority of our method. Notably, when achieving a 100-fold reduction in Gaussian points, our method operates 12 times faster than state-of-the-art methods while improving the PSNR by 1.3 dB.
Related
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- VEDAL: Variational Error-Driven Asynchronous Learning for 3D Gaussian Splatting Pruning
- Unfolding 3D Gaussian Splatting via Iterative Gaussian Synopsis
- CC-4DGS: Computational Deformation and Point-Cloud Compression for Storage-Efficient Dynamic Gaussian Splatting
Source: arXiv cs.CV | 2026-09-09