AugmentClaude

3DGS Compression & Deploy

Compress and optimize 3D Gaussian Splatting models for web, mobile, and edge deployment.

Installation

  1. Make sure Claude is on your device and in your terminal.

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    One-time setup
    npm i -g @anthropic-ai/claude-code

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When Claude uses it

3DGS compression-to-deployment pipeline: quantization (scalar/VQ/mixed-precision), pruning (coreset/adaptive/variational/merge/Bayesian), progressive streaming & LoD, Web/WebGPU/mobile deployment, hardware acceleration (Tensor Core/GEMM/FPGA/ASIC), training-free semantic compression. Covers 53+ methods across 6 compression categories. Use when: compressing 3DGS models, deploying 3DGS to web/mobile/edge, selecting quantization bit-width, designing streaming pipelines, 3DGSεŽ‹ηΌ©/ι‡εŒ–/ε‰ͺ枝/部署/桁式传输/移动端/η‘¬δ»ΆεŠ ι€Ÿ.

What this skill does

3DGS Compression & Deployment

End-to-end pipeline from raw 3DGS model to deployed application. Covers 6 compression categories + 4 deployment targets + hardware acceleration.

Capabilities

  • Analyze 3DGS model attributes (position, SH, opacity, scale, rotation) and recommend compression strategy
  • Select quantization method and bit-width per attribute (scalar, VQ, mixed-precision)
  • Design pruning pipeline (coreset, adaptive, variational, merge-based)
  • Plan VQ codebook architecture and residual coding
  • Architect progressive streaming and LoD systems (static and 4D dynamic)
  • Guide platform-specific deployment (WebGL, WebGPU, iOS/Android, desktop)
  • Evaluate hardware acceleration paths (Tensor Core, GEMM, FPGA, ASIC)
  • Estimate compression ratio, quality loss, and rendering speed for each method combination

Compression Pipeline

Raw 3DGS Model
    β”‚
    β–Ό
[Step 1] Analysis ── attribute profiling, bottleneck identification
    β”‚
    β–Ό
[Step 2] Strategy Selection ── target platform β†’ compression recipe
    β”‚
    β–Ό
[Step 3] Pruning ── reduce Gaussian count (coreset / adaptive / variational / merge)
    β”‚
    β–Ό
[Step 4] Quantization ── reduce per-attribute bit-width (scalar / VQ / mixed-precision)
    β”‚
    β–Ό
[Step 5] Vector Quantization ── codebook-based attribute compression (optional, replaces/augments Step 4)
    β”‚
    β–Ό
[Step 6] Streaming & LoD ── progressive loading structure for network delivery
    β”‚
    β–Ό
[Step 7] Deployment ── platform-specific renderer and runtime
    β”‚
    β–Ό
Deployed Application (Web / Mobile / Desktop / Edge)

Step 1: Analysis

Profile the 3DGS model before selecting compression methods:

AttributeFP32 SizeTypical RangeSensitivity to Quantization
Position (ΞΌ)12B/GaussianScene boundsHigh β€” direct geometry impact
SH (degree 0–3)48B/Gaussian[-1, 1] per coeffMedium-High β€” visual quality driver
Opacity (Ξ±)4B/Gaussian[0, 1]Medium β€” pruning signal
Scale (s)12B/Gaussian[1e-5, 1e2]Medium β€” anisotropy sensitive
Rotation (q)16B/GaussianUnit quaternionLow-Medium β€” can tolerate 8-bit

Profiling checklist:

  1. Total Gaussian count N and file size S
  2. Target platform constraints (memory budget, bandwidth, GPU capability)
  3. Quality floor (minimum acceptable PSNR/SSIM)
  4. Required FPS threshold
  5. Whether dynamic (4DGS) or static scene

Step 2: Compression Strategy Selection

Decision tree by target platform:

Target Platform?
β”œβ”€β”€ Web (WebGL/WebGPU)
β”‚   β”œβ”€β”€ Bandwidth-limited β†’ Pruning + VQ + Streaming (CAGS/HGS pipeline)
β”‚   └── Compute-limited β†’ Aggressive pruning + low SH degree + Flux-GS
β”œβ”€β”€ Mobile (iOS/Android)
β”‚   β”œβ”€β”€ Real-time required β†’ Mobile-GS pipeline (depth-aware OIT + distillation + pruning)
β”‚   └── Quality priority β†’ MesonGS++ (mixed-precision, budget-controlled) + NanoGS merge
β”œβ”€β”€ Desktop (GPU β‰₯ RTX 3060)
β”‚   β”œβ”€β”€ Max quality β†’ Light quantization only (8-10 bit, ContextGS entropy coding)
β”‚   └── Large scene β†’ Pruning + Streaming + HiGS hierarchical tiles
└── Edge / Embedded
    β”œβ”€β”€ FPGA targeted β†’ SpqGS (hardware-friendly quantization) + Axis-Shared Accelerator
    └── Low-power GPU β†’ VEDAL pruning + 4-6 bit quantization + PocketGS on-device

Combined target table:

TargetTypical Gaussian BudgetBit-width RangeStreamingKey Methods
Web100K–500K4–8 bitRequiredCAGS, StreamLoD-GS, Spark 2.0
Mobile50K–200K4–8 bitOptionalMobile-GS, Flux-GS, PocketGS
Desktop500K–5M8–16 bitFor large scenesMesonGS++, HiGS, gsplat
Edge/FPGA10K–100K2–6 bitRequiredSpqGS, VEDAL, GEMM-GS

Step 3: Quantization

Method Selection

MethodTypeVenueBit-widthKey Feature
MesonGS++Mixed-precision (post-training)arXiv 20264–16 bit per attribute0-1 ILP hyperparameter search, 34x compression
GETA-3DGSJoint pruning + quantizationarXiv 20264–8 bit heterogeneousRender-aware saliency, QADG dependency graph
GSQLearned step sizeCVPR 20254–8 bitGroup-wise quantization with learnable step
ContextGSContext-model entropy codingNeurIPS 20248–16 bitAnchor-level context replaces uniform quant
SpqGSScalable parallelCVPR 2025Hardware-friendlyParallel bit allocation for FPGA/ASIC
SOG-GSChannel-groupedCVPR 2025Per-channelPreserves inter-Gaussian correlations
ZipGSPruning + quant + entropyCVPR 2025VariableVolumetric entropy coding
GaussianCodecEntropy-constrainedCVPR 2025Rate-distortion optimizedLearned codec with ECVQ
EAGLESQuantized embeddingsECCV 20248–16 bitCoarse-to-fine training + pruning
TC-GSTri-plane representationIEEE 2026Implicit via tri-planeReplaces per-Gaussian SH with shared tri-plane

Bit-width Selection Guide

Attribute4–5 bit6–8 bit8–12 bit12–16 bit
PositionEdge only β€” visible artifactsMobile/Web acceptableDesktop recommendedLossless-range
SH (dc)Not recommendedEdge/mobileDesktopHigh-fidelity
SH (rest)Aggressive mobileMobile/WebDesktopUnnecessary
OpacityAcceptable (post-sigmoid)RecommendedOverkillOverkill
ScaleLog-space 4-bit riskyLog-space 6–8 bitRecommendedOverkill
Rotation8-bit often sufficientStandardUnnecessaryOverkill

Rule of thumb: Position and SH dominate quality; allocate more bits there. Opacity and rotation tolerate aggressive quantization.

Step 4: Pruning

Strategies

StrategyMethodVenueCompressionQuality Impact
Coreset-basedProvable Pruning via CoresetsarXiv 2026Theoretical guaranteeMinimal β€” multiplicative approximation
BayesianDP-SplatarXiv 2026Automatic complexity controlMinimal β€” DP prior converges to optimal count
Training-free semanticCoSAGarXiv 202637–76Γ— over LangSplatV2Minimal β€” zero fine-tuning, leverages CLIP features
Importance-basedPrune Wisely (DoG)CVPR 202690% reductionMinimal β€” DoG avoids false positives
VariationalVEDALCGI 20265.2x (0.31 dB drop)Low β€” uncertainty-gated async pruning
Merge-basedNanoGSarXiv 2026Training-freeMass-preserving moment matching
Global+LocalLightGaussianNeurIPS 202415xSVD distillation compensates
Render-awareGETA-3DGSarXiv 2026~5x storageTransmittance-weighted saliency
Frequency-awareFAD-GSCVPR 2024Frequency-separatedSeparates low/high freq Gaussians
Memory-boundedGaussians on a DietarXiv 202680% peak memoryIterative growth+pruning
HybridHybridGSCVPR 2025Explicit+implicitNeural coding recovers pruned info
Budget-controlledMGS (Matryoshka)arXiv 2026Continuous LoDAny prefix of ordered set is coherent

Pruning Decision Flow

Need theoretical guarantees?
β”œβ”€β”€ Yes β†’ Provable Pruning via Coresets
└── No
    β”œβ”€β”€ Training-free requirement?
    β”‚   β”œβ”€β”€ Yes β†’ NanoGS (merge) or LightGaussian (post-training)
    β”‚   └── No
    β”‚       β”œβ”€β”€ Can retrain/fine-tune after pruning?
    β”‚       β”‚   β”œβ”€β”€ Yes β†’ Prune Wisely (DoG) + finetune, or VEDAL
    β”‚       β”‚   └── No β†’ NanoGS or GETA-3DGS (auto, no per-scene thresholds)
    β”‚       └── Need continuous quality levels?
    β”‚           └── Yes β†’ MGS (Matryoshka stochastic budget training)

Step 5: Vector Quantization

VQ Pipeline

Gaussian Attributes
    β”‚
    β–Ό
[1] Attribute Grouping ── group by type (position, SH, scale/rotation)
    β”‚
    β–Ό
[2] Codebook Learning ── K-means / learned / residual codebook
    β”‚
    β–Ό
[3] Assignment ── nearest-neighbor lookup per group
    β”‚
    β–Ό
[4] Residual Coding ── (optional) multi-level residual VQ
    β”‚
    β–Ό
[5] Entropy Coding ── arithmetic / ANS coding of indices
    β”‚
    β–Ό
Compressed Bitstream

VQ Methods

MethodCodebook TypeVenueCompressionKey Feature
CompactGSLearned per-attributeECCV 202410–15xSimple codebook, minimal overhead
VQGSResidual codebookCVPR 2025High-ratioMulti-level residual improves quality
RDO-GaussianECVQ (entropy-constrained)ECCV 202440x+Rate-distortion optimized VQ
CAGSVQ + LoD layersSIGGRAPH 2026AdaptiveVQ establishes quality LoDs for streaming
CGVQClustered codebookSIGGRAPH 2026 Poster20% bpp reductionCluster-guided grouping before quant
Sp2403GSCodebook + pruningCVPR 2024CombinedImportance-based codebook selection
HACHash-grid contextECCV 2024~100xContext modeling for entropy coding
CompGSImportance-awareCVPR 2025ProgressiveProgressive decoding support

Codebook Design Rules

  1. Codebook size K: 256 (8-bit index) is standard; 1024 (10-bit) for quality; 64 (6-bit) for extreme compression
  2. Grouping strategy: Group by attribute type (position separate from SH); within SH, separate DC from higher-order
  3. Residual levels: 1 level = 10–20x; 2 levels = 20–50x; 3 levels = diminishing returns
  4. LoD integration: Each residual level can serve as a LoD tier (see Step 6)

Step 6: Streaming & LoD

Static Scene Streaming

MethodLoD MechanismVenueLatency ReductionKey Feature
StreamLoD-GSView-dependent LoD levelsarXiv 2026ProgressiveBandwidth-adaptive FVV delivery
HGSHierarchical Gaussian structuringCVPR 2025ProgressiveLevel-of-detail Gaussian hierarchy
GS-StreamProgressive chunk deliveryCVPR 2025Bandwidth-adaptiveChunk-based 3DGS streaming
EvoGSEvolution Tree (wavelet-inspired)arXiv 20262.4x payload reductionContinuous parent-child refinement
MGSStochastic budget trainingarXiv 2026ContinuousAny prefix = coherent render
SCubeVoxSplats + hierarchical LODNeurIPS 2024HierarchicalVoxelized splat for large-scale
CAGSVQ-based LoD + reference imageSIGGRAPH 2026+5–20 dB PSNRServer-side low-res reference corrects color

Dynamic (4DGS) Streaming

MethodMechanismVenueFirst-frame LatencyKey Feature
PD-4DGSHierarchical Deformation DecompositionarXiv 2026~1.7s (from 73–930s)3 independent layers: static + global deform + local refine
CAGSVQ LoD + color correctionSIGGRAPH 2026AdaptiveRepresentation-agnostic, works with diverse Gaussian types
QUEENQuantized streaming encodingNeurIPS 2024StreamingDynamic Gaussian free-viewpoint video
BlitzGSDistributed GPU shardingarXiv 2026Parity-basedCity-scale distributed rendering + importance scoring

Streaming Architecture Pattern

Server                                          Client
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”    HTTP/HLS/DASH    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚ 3DGS     β”‚ ──── Layer 0 ────→ β”‚ Base quality      β”‚
β”‚ Encoder  β”‚ ──── Layer 1 ────→ β”‚ + Deformation     β”‚
β”‚          β”‚ ──── Layer 2 ────→ β”‚ + Refinement      β”‚
β”‚ CAGS/    β”‚                    β”‚                   β”‚
β”‚ PD-4DGS  β”‚ ←── Bandwidth ──── β”‚ Quality Feedback  β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜                    β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

Step 7: Deployment

Web (WebGL / WebGPU)

PlatformRendererMax GaussiansKey Feature
Spark 2.0WebGPU100M+ splatsChunk streaming, multi-splat sorting, progressive LOD
VisionaryWebGPU + ONNX RuntimeLarge4DGS + neural avatars + generative post-processing
SuperSplatWebGL~5MEditable viewer, selection tools
PlayCanvasWebGL 2.0~2MGame engine integration

Web deployment checklist:

  1. Choose WebGPU (Chrome 113+) for compute shader support; fallback WebGL 2.0 for compatibility
  2. Chunk Gaussians into 50K–200K groups for progressive loading
  3. Use INT8/FP16 textures for quantized attributes
  4. Implement front-to-back alpha compositing in fragment shader (WebGL) or compute shader (WebGPU)
  5. Target 30+ FPS at 1080p for interactive experience

Mobile (iOS / Android)

MethodVenueFPS (Mobile)Key Feature
Mobile-GSICLR 20261000+ FPS (on-device)Depth-aware OIT + distillation + contribution pruning
Flux-GSECCV 2026Real-timeMonte Carlo specular energy, compact latent SH
PocketGSarXiv 2026On-device trainingAnisotropic seeding + cached alpha compositing

Mobile deployment pipeline:

  1. Train on server β†’ compress (prune + quantize + merge via NanoGS)
  2. Export to mobile-optimized format (INT8 attributes, fused SH degree ≀ 2)
  3. Use Metal (iOS) / Vulkan (Android) for GPU rasterization
  4. Apply Mobile-GS depth-aware OIT for correct blending on tile-based GPUs
  5. Memory budget: stay under 500MB for iOS, 300MB for Android

Desktop

  • gsplat (UC Berkeley/NVIDIA): Production-grade CUDA rasterization, 4x VRAM savings
  • HiGS (NVIDIA): Hierarchical tiling for 15.8x speedup, exact front-to-back compositing
  • GEMM-GS: Tensor Core-compatible blending for 1.42x speedup

Hardware Acceleration

MethodHardwareVenueSpeedupKey Feature
GEMM-GSTensor Core (GEMM)arXiv 20261.42xReformulates blending as GEMM ops
TensorGSTensor Core (FP16 matrix)arXiv 20261.65xTensorizes rasterization with cross-tile grouping
Axis-Shared AcceleratorASIC (custom)ISCA 2026On-chip real-timeFirst 3DGS hardware accelerator, order-independent transmittance
HiGSGPU (hierarchical tiles)NVIDIA 202615.8xMacro-tile + fine render tile decoupling
LiteGSGPU (Moore Threads)SIGGRAPH Asia 2025Software-hardware co-optWon 3DGS Challenge silver at SIGGRAPH Asia
SpqGSFPGA-friendlyCVPR 2025Parallel bit allocationHardware-scalable quantization
QuadBoxGPU (AABB optimization)arXiv 20261.85xGeometry-aware bounding boxes
StereoGSASIC (stereoscopic)2026Dual-eye sharedEnergy-efficient stereoscopic GS processor; shared compute + memory bandwidth for VR/AR

Acceleration Selection

Deployment hardware?
β”œβ”€β”€ NVIDIA GPU (RTX 30xx+)
β”‚   β”œβ”€β”€ Tensor Core available β†’ GEMM-GS or TensorGS
β”‚   └── Standard CUDA β†’ HiGS + gsplat
β”œβ”€β”€ Custom ASIC / SoC design
β”‚   └── Axis-Shared Rasterization Accelerator (ISCA 2026)
β”œβ”€β”€ FPGA
β”‚   └── SpqGS (hardware-friendly quant) + custom rasterizer
β”œβ”€β”€ Mobile GPU (Mali/Adreno/Apple)
β”‚   └── Mobile-GS depth-aware OIT + Flux-GS Monte Carlo
└── VR/AR HMD (stereoscopic)
    └── StereoGS (dual-eye shared compute + memory bandwidth)

Methods Quick Reference

CategoryMethodVenueCompressionQualitySpeed
Mixed-precision QMesonGS++arXiv 202634xHighPost-training
Joint Prune+QGETA-3DGSarXiv 2026~5xHighAuto
Adaptive PrunePrune WiselyCVPR 202690% GaussiansHighPost-training
Variational PruneVEDALCGI 20265.2x0.31 dB drop185 FPS
Coreset PruneProvable CoresetsarXiv 2026GuaranteedTheoretical+ finetune
Merge SimplifyNanoGSarXiv 2026Training-freeHighFast (CPU)
VQ+LoD StreamCAGSSIGGRAPH 2026Adaptive+5–20 dBStream
VQ ResidualVQGSCVPR 2025High-ratioMediumβ€”
Tri-planeTC-GSIEEE 2026Implicitβ€”β€”
4D StreamPD-4DGSarXiv 2026Progressive3-layer1.7s first-frame
Large-scale DistBlitzGSarXiv 2026Parity shardsCity-scaleDistributed
MobileMobile-GSICLR 202650–100xAcceptable1000+ FPS
MobileFlux-GSECCV 2026Parameter reductionHighReal-time
WebGPUVisionaryarXiv 2025StreamHighWebGPU
WebSpark 2.02026Stream100M+ splatsWebGPU
Tensor CoreGEMM-GSarXiv 2026β€”Negligible loss1.42x
Tensor CoreTensorGSarXiv 2026β€”Negligible loss1.65x
ASICAxis-Shared AccelISCA 2026β€”On-chipReal-time
Hierarchical TileHiGSNVIDIA 2026β€”Exact compositing15.8x
Evolution TreeEvoGSarXiv 20262.4x payloadContinuousStream
Matryoshka LoDMGSarXiv 2026ContinuousAny prefixFlexible
Hash-grid ContextHACECCV 2024~100xHighEncoding

Output Format

When this skill produces a compression-deployment plan, use this template:

# 3DGS Compression & Deployment Plan

## Model Profile
- Gaussian count: N
- File size: S MB
- Scene type: static / dynamic (4DGS)
- Key bottleneck: [storage / bandwidth / compute / memory]

## Target Platform
- Platform: [Web / Mobile / Desktop / Edge]
- Constraints: [memory budget, bandwidth, GPU]

## Compression Recipe
1. Pruning: [method] β†’ target: X% reduction
2. Quantization: [method] β†’ [bit-width per attribute]
3. VQ: [method, codebook size] β†’ (if applicable)
4. Entropy coding: [method]

## Expected Results
- Compression ratio: Xx
- Estimated PSNR: Y dB (drop: Ξ” dB)
- Estimated file size: Z MB
- Rendering speed: W FPS on target

## Streaming Architecture (if applicable)
- Layers: [base / deformation / refinement]
- First-frame latency: < T seconds

## Deployment Stack
- Renderer: [gsplat / Spark 2.0 / Mobile-GS / custom]
- Acceleration: [Tensor Core / HiGS / FPGA / none]
- Format: [PLY compressed / chunk stream / custom binary]

Rules

  1. Always profile before compressing: attribute distribution dictates bit-width allocation, not a fixed recipe
  2. Pruning before quantization: reducing Gaussian count first lowers total data; then quantize the remaining attributes
  3. VQ replaces or augments scalar quantization: do not apply both independently to the same attribute group
  4. Streaming requires LoD structure: flat compression without LoD degrades user experience on slow connections
  5. Mobile deployment needs Metal/Vulkan: CUDA is not available on mobile; plan the rasterization backend from Step 2
  6. Quantization-aware finetuning recovers quality: always finetune 1–5k iterations after aggressive (≀6 bit) quantization
  7. Entropy coding is the last step: apply after all other compression; HAC/ContextGS/GaussianCodec specialize in this
  8. Cross-reference with knowledge base: load references/compression-methods.md for full method details before making recommendations

Red Lines

  • No invented metrics: Never fabricate compression ratios, PSNR values, or FPS numbers. If a value is not in the knowledge base, state "data not available"
  • No hallucinated methods: Only reference methods explicitly present in references/compression-methods.md or provided by the user
  • No speculative hardware claims: Do not claim FPGA/ASIC performance numbers without source data
  • No silent speculation: Flag uncertain details with [UNCERTAIN] rather than presenting as fact
  • No method misattribution: Do not assign compression ratios from one method to another

Related Skills

  • 3dgs-engineering-guide β€” Production deployment decisions, industry verticals, tech stack
  • 3dgs-method-compare β€” Compare compression methods head-to-head on benchmarks
  • 3dgs-visualizer β€” Generate radar charts comparing compression methods
  • 3dgs-experiment-planner β€” Design ablation studies for compression pipelines
  • cad-mesh-3dgs β€” Mesh extraction from compressed 3DGS for BIM/CAD workflows
  • 3dgs-mcp-renderer β€” MCP protocol for compressed 3DGS rendering integration

Guardrail: Do Not Apply From Memory

Do NOT try to apply the method data, compression ratios, technical details, or deployment recommendations described in this skill from memory. Always read the SKILL.md and references/compression-methods.md from disk before producing any output. The knowledge base is updated frequently; stale memory may produce outdated, inaccurate, or fabricated results.

If you cannot find a method, metric, or data point in the loaded files, say so explicitly. Never invent compression ratios, venue acceptances, performance numbers, or technical features not present in the source data.

If you like it, please star this repo https://github.com/jaccen/Awesome-Gaussian-Skills

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