OMG4 提出了一套针对 4D Gaussian Splatting 的渐进式压缩框架,通过 Gaussian Sampling、Gaussian Pruning、Gaussian Merging 与 Attribute Compression 四个阶段,将动态场景模型的存储开销降低三个数量级,同时在 N3DV 等标准基准上维持与未压缩基线相当的视觉质量。OMG4 proposes a progressive compression framework for 4D Gaussian Splatting. Through the four stages Gaussian Sampling, Gaussian Pruning, Gaussian Merging and Attribute Compression, it reduces the storage cost of dynamic scene models by three orders of magnitude while maintaining visual quality comparable to the uncompressed baseline on standard benchmarks such as N3DV.
4D Gaussian Splatting 能够实时渲染复杂的动态场景,但其模型体积极为庞大——以 Real-Time4DGS 为例,单条序列的存储占用高达 2 GB 以上,严重制约了在移动端、VR/AR 及带宽受限场景下的实际部署。现有 4D 压缩方案(如 GIFStream)虽有所改善,但仍需 10 MB 量级,且在质量与体积之间难以兼顾。4D Gaussian Splatting can render complex dynamic scenes in real time, but its models are extremely large: for Real-Time4DGS, a single sequence takes more than 2 GB of storage, which severely limits practical deployment on mobile devices, in VR/AR and under bandwidth constraints. Existing 4D compression schemes such as GIFStream improve on this but still require storage on the order of 10 MB, and struggle to balance quality against size.
"OMG4 significantly outperforms recent state-of-the-art methods, reducing model sizes by over 60% while maintaining reconstruction quality."
OMG4 采用四阶段渐进压缩流程:首先通过 SD-Score 筛选关键 Gaussian(Sampling),再剔除冗余点(Pruning),随后合并相似点(Merging),最后对属性进行量化编码(Attribute Compression)。每个阶段之间均插入优化步骤,确保损失信息的充分恢复。OMG4 adopts a four-stage progressive compression pipeline: key Gaussians are first selected by SD-Score (Sampling), redundant points are then removed (Pruning), similar points are merged (Merging), and finally the attributes are quantized and encoded (Attribute Compression). An optimization step is inserted between every pair of stages to fully recover the information that was lost.
针对 4D 场景的时空双重特性,OMG4 设计了 Static-Dynamic Score(SD-Score):
SD(i) = S_grad(i) · T_grad(i),仅保留约 20% 的原始 Gaussian 用于后续处理。The combined score is SD(i) = S_grad(i) · T_grad(i), and only about 20% of the original Gaussians are kept for the subsequent stages.
在采样子集上进行进一步精简:对 S_grad 和 T_grad 同时设置 p-分位数阈值 τ_S 和 τ_T,保留满足"至少一个维度高于阈值"条件的 Gaussian:The sampled subset is slimmed down further: p-quantile thresholds τ_S and τ_T are set on S_grad and T_grad at the same time, and the Gaussians kept are those that exceed the threshold in at least one dimension:
P_GP = {G_i ∈ P_GS | (S_grad(i) ≥ τ_S) ∨ (T_grad(i) ≥ τ_T)}
这一"OR"逻辑确保静态或动态显著的 Gaussian 均不被误剪。This OR logic ensures that Gaussians which are salient in either the static or the dynamic dimension are never pruned by mistake.
对剩余 Gaussian 在时空网格中进行聚类,利用空间邻近性与外观相似性计算相似分数,将相似度高的点通过可学习的权重进行融合。该过程以渐进方式重复(网格尺寸递增),逐步减少 Gaussian 总数。The remaining Gaussians are clustered on a spatio-temporal grid; a similarity score is computed from spatial proximity and appearance similarity, and highly similar points are fused with learnable weights. The procedure is repeated progressively (with increasing grid size), gradually reducing the total number of Gaussians.
将 OMG(3D GS 压缩方法)中的 Sub-Vector Quantization(SVQ)扩展至 4D:采用 MLP 对时间条件下的外观与不透明度进行隐式建模,属性向量被切分为多个子向量分别量化;压缩分两阶段进行(先 3D 属性,再 4D 属性),确保优化稳定性。The Sub-Vector Quantization (SVQ) of OMG, a 3D GS compression method, is extended to 4D: an MLP implicitly models time-conditioned appearance and opacity, and each attribute vector is split into several sub-vectors that are quantized separately. Compression proceeds in two phases (3D attributes first, then 4D attributes) to keep the optimization stable.
在 N3DV(Neural 3D Video,多视角动态场景)和 MPEG(Bartender,复杂运动场景)两个标准数据集上与当前最优方法进行对比。指标包括 PSNR、SSIM、LPIPS 和存储大小(MB)。Comparisons against current state-of-the-art methods are carried out on two standard datasets: N3DV (Neural 3D Video, multi-view dynamic scenes) and MPEG (Bartender, complex motion). Metrics include PSNR, SSIM, LPIPS and storage size (MB).
| 方法Method | PSNR (dB) ↑ | SSIM ↑ | LPIPS ↓ | 存储 (MB) ↓Size (MB) ↓ | FPS ↑ |
|---|---|---|---|---|---|
| Real-Time4DGS | 31.96 | 0.946 | 0.051 | 2087 | — |
| GIFStream | 31.75 | 0.938 | 0.051 | 10.0 | — |
| OMG4-L(本文)OMG4-L (ours) | 31.99 | 0.943 | 0.056 | 5.75 | — |
| OMG4-M(本文)OMG4-M (ours) | 31.80 | 0.941 | 0.059 | 3.61 | 246 |
| OMG4-S(本文)OMG4-S (ours) | 31.60 | 0.939 | 0.064 | 2.54 | — |
| OMG4-T(本文)OMG4-T (ours) | 31.47 | 0.937 | 0.067 | 2.09 | — |
| 方法Method | PSNR (dB) ↑ | SSIM ↑ | LPIPS(VGG) ↓ | 存储 (MB) ↓Size (MB) ↓ |
|---|---|---|---|---|
| Real-Time4DGS | 32.44 | 0.895 | 0.1579 | 1630 |
| GIFStream-L | 31.94 | 0.879 | 0.190 | 5.3 |
| OMG4-L(本文)OMG4-L (ours) | 32.19 | 0.892 | 0.175 | 6.33 |
| OMG4-S(本文)OMG4-S (ours) | 31.91 | 0.887 | 0.190 | 4.00 |
| 配置Configuration | PSNR (dB) ↑ | SSIM ↑ | LPIPS ↓ | 存储 (MB) ↓Size (MB) ↓ |
|---|---|---|---|---|
| FTGS-L(原始)FTGS-L (original) | 32.80 | 0.9579 | 0.0398 | 61.04 |
| OMG4 (FTGS-L) | 32.62 | 0.9562 | 0.0411 | 5.60 |
| OMG4 (FTGS-S) | 32.22 | 0.9516 | 0.0491 | 1.92 |
OMG4 应用于 FreeTimeGS 后,存储从 61.04 MB 降至 5.60 MB,实现约 90% 的压缩率,验证了方法的泛化能力。Applying OMG4 to FreeTimeGS reduces storage from 61.04 MB to 5.60 MB, an about 90% compression rate, which confirms that the method generalizes.
在 N3DV 数据集上逐步添加各组件的对比结果如下:Results of progressively adding each component on the N3DV dataset are as follows:
| 配置Configuration | PSNR (dB) ↑ | SSIM ↑ | LPIPS ↓ | Gaussian 数量Number of Gaussians | 存储 (MB) ↓Size (MB) ↓ |
|---|---|---|---|---|---|
| Baseline(仅 GS)Baseline (GS only) | 32.07 | 0.9454 | 0.0518 | 679,502 | 13.26 |
| GS + GP | 31.89 | 0.9429 | 0.0559 | 235,027 | 4.83 |
| GS + GP + GM | 31.68 | 0.9407 | 0.0606 | 171,214 | 3.61 |
| GS + GP + GM + AC(完整)GS + GP + GM + AC (full) | 31.80 | 0.9414 | 0.0594 | 171,136 | 3.61 |
属性压缩(AC)在不增加存储的前提下,将 PSNR 从 31.68 dB 提升至 31.80 dB(+0.12 dB),验证了 MLP 隐式外观建模的有效性。同时,Sampling 与 Pruning 的分离设计(而非联合优化)是取得最佳结果的关键。Attribute compression (AC) raises PSNR from 31.68 dB to 31.80 dB (+0.12 dB) without increasing storage, confirming the effectiveness of the implicit MLP appearance model. Keeping Sampling and Pruning as separate designs, rather than optimizing them jointly, is also key to obtaining the best results.
OMG4-M 在 N3DV(1352×1014)上的 PSNR 为 31.80 dB,略低于未压缩基线 Real-Time4DGS 的 31.96 dB(-0.16 dB),SSIM 从 0.946 下降至 0.941,LPIPS 从 0.051 上升至 0.059。在对视觉保真度要求极高的应用场景中,这一差距可能不可忽视。OMG4-M reaches a PSNR of 31.80 dB on N3DV (1352×1014), slightly below the 31.96 dB of the uncompressed Real-Time4DGS baseline (-0.16 dB); SSIM drops from 0.946 to 0.941 and LPIPS rises from 0.051 to 0.059. In applications with very high demands on visual fidelity this gap may not be negligible.
OMG4 包含四个串行压缩阶段,且每个阶段之间均需额外的微调优化。相较于端到端方法,整体训练时间和超参数调优复杂度较高,在实际工程应用中可能增加部署难度。OMG4 contains four sequential compression stages, and additional fine-tuning is required between every pair of stages. Compared with end-to-end methods, the overall training time and the complexity of hyper-parameter tuning are higher, which may make deployment in real engineering settings harder.
大部分核心实验以 Real-Time4DGS 为压缩对象。FreeTimeGS 的泛化实验虽有涉及,但未对更多 4D GS 变体(如基于变形场的方法)进行系统性评估,方法的普适性有待进一步验证。Most of the core experiments compress Real-Time4DGS. Generalization experiments on FreeTimeGS are included, but further 4D GS variants (such as deformation-field-based methods) are not systematically evaluated, so the generality of the method awaits further verification.
最小配置 OMG4-T 在 N3DV(1352×1014)上 PSNR 降至 31.47 dB,存储仅 2.09 MB。虽实现了更高压缩比,但质量下降已较为明显,极低码率场景的率失真性能有进一步优化空间。The smallest configuration, OMG4-T, drops to a PSNR of 31.47 dB on N3DV (1352×1014) with only 2.09 MB of storage. It reaches a higher compression ratio, but the quality loss is already fairly noticeable, leaving room to improve rate-distortion performance in extremely low-rate settings.