TDAP-GS: Scale-Adaptive Tile-Based Density Accumulation and Pruning for Highly Efficient 3D Gaussian Splatting
Abstract
3D Gaussian Splatting (3DGS) achieves high-quality novel-view synthesis with real-time rendering, but densification can produce redundant Gaussians that increase memory use and rendering cost. Existing compression methods may retain primitives in deeply occluded regions or high-frequency floaters, while hard pruning can degrade visual quality and require extensive post-pruning refinement. We propose Tile-Based Density Accumulation and Pruning (TDAP), which uses the tile-based rendering pipeline to estimate a scale-adaptive density for each Gaussian. TDAP then applies quantile-guided opacity modulation to progressively remove low-density candidates while preserving Gaussians in dense scene regions. It requires neither an auxiliary loss nor post-pruning optimization. Experiments show that TDAP reduces the number of Gaussians and rendering cost while maintaining, and in some cases improving, rendering quality.
est. 32% chance this paper gets accepted at ICLR 2027.
What do you think this paper will get?
All positions stay anonymous.