SplatQ: Interaction-Aware Pruning of 3D Gaussian Splatting via Quadratic Selection
cs.CV, cs.GR
Submitted: 2026-10-09
Updated: 2026-10-09
Comments: Under review at ICLR 2027 (main paper 9 pages, 5 figures, 2 tables; appendix included)
License: http://creativecommons.org/licenses/by/4.0/
The gist: Existing 3D Gaussian Splatting (3DGS) pruning methods primarily rely on global Top-K selection based on independent importance scores, lacking regional budget control and ignoring joint deletion
Terminology
Abstract
Existing 3D Gaussian Splatting (3DGS) pruning methods primarily rely on global Top-K selection based on independent importance scores, lacking regional budget control and ignoring joint deletion effects. Consequently, they cannot ensure balanced reconstruction quality across a scene. We propose SplatQ, a combinatorial pruning algorithm that coordinates regional budget allocation and joint Gaussian selection under a fixed budget. SplatQ partitions Gaussians by spatial proximity and appearance similarity into size-limited blocks, decomposing global selection into subproblems of a specific size. It then smooths importance-based block retention quotas to prevent excessive budget concentration. Finally, it constructs a quadratic approximation of joint deletion effects using the responses of representative pixel colors to changes in Gaussian opacity. Individual responses, pairwise interactions, and quota penalties are incorporated into a quadratic unconstrained binary optimization (QUBO) objective, solved using simulated annealing (SA) or a coherent Ising machine (CIM) to jointly select Gaussians. Experiments on 5 benchmarks demonstrate that SplatQ outperforms state-of-the-art pruning methods in aggregate reconstruction quality, spatial quality balance, and rendering speed. Ablations confirm that budget smoothing improves local detail reconstruction, while interaction modeling improves Gaussian selection quality under a fixed budget.
Sources
- A Tutorial on Formulating and Using QUBO Models
- HoGS: Unified Near and Far Object Reconstruction via Homogeneous Gaussian Splatting
- NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis
- Provable Pruning for Efficient 3D Gaussian Splatting via Coresets
- Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields
- NeRF++: Analyzing and Improving Neural Radiance Fields
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