[2509.07021] MEGS$^{2}$: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning
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Abstract page for arXiv paper 2509.07021: MEGS$^{2}$: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning
Computer Science > Computer Vision and Pattern Recognition arXiv:2509.07021 (cs) [Submitted on 7 Sep 2025 (v1), last revised 27 Feb 2026 (this version, v3)] Title:MEGS$^{2}$: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning Authors:Jiarui Chen, Yikeng Chen, Yingshuang Zou, Ye Huang, Peng Wang, Yuan Liu, Yujing Sun, Wenping Wang View a PDF of the paper titled MEGS$^{2}$: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning, by Jiarui Chen and 7 other authors View PDF HTML (experimental) Abstract:3D Gaussian Splatting (3DGS) has emerged as a dominant novel-view synthesis technique, but its high memory consumption severely limits its applicability on edge devices. A growing number of 3DGS compression methods have been proposed to make 3DGS more efficient, yet most only focus on storage compression and fail to address the critical bottleneck of rendering memory. To address this problem, we introduce MEGS$^{2}$, a novel memory-efficient framework that tackles this challenge by jointly optimizing two key factors: the total primitive number and the parameters per primitive, achieving unprecedented memory compression. Specifically, we replace the memory-intensive spherical harmonics with lightweight, arbitrarily oriented spherical Gaussian lobes as our color representations. More importantly, we propose a unified soft pruning framework that models primitive-number and lobe-number pruning as a single constrained optimization...