Neural scene representations, such as 3D Gaussian Splatting (3DGS), have enabled high-quality neural rendering; however, their large storage and transmission costs hinder deployment in resource-constrained environments. Existing compression methods either rely on costly optimization, which is slow and scene-specific, or adopt training-free pruning and quantization, which degrade rendering quality under high compression ratios. In contrast, recent data-driven approaches provide a promising direction to overcome this trade-off, enabling efficient compression while preserving high rendering quality. We introduce \textbf{ExGS}, a novel feed-forward framework that unifies \textbf{Universal Gaussian Compression} (UGC) with \textbf{GaussPainter} for \textbf{Ex}treme 3D\textbf{GS} compression. \textbf{UGC} performs re-optimization-free pruning to aggressively reduce Gaussian primitives while retaining only essential information, whereas \textbf{GaussPainter} leverages powerful diffusion priors with mask-guided refinement to restore high-quality renderings from heavily pruned Gaussian scenes. Unlike conventional inpainting, GaussPainter not only fills in missing regions but also enhances visible pixels, yielding substantial improvements in degraded renderings. To ensure practicality, it adopts a lightweight VAE and a one-step diffusion design, enabling real-time restoration. Our framework can even achieve over $100\times$ compression (reducing a typical 354.77 MB model to about 3.31 MB) while preserving fidelity and significantly improving image quality under challenging conditions. These results highlight the central role of diffusion priors in bridging the gap between extreme compression and high-quality neural rendering. Our code repository will be released at \href{https://github.com/chenttt2001/ExGS}{here}.
翻译:暂无翻译