v1.1.1 to v1.1.1

428 added, 428 removed. Audit A to A.

- ---
- name: 3dgs-compression-deploy
- description: "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, 3DGS压缩/量化/剪枝/部署/流式传输/移动端/硬件加速."
- license: Apache-2.0
- user-invocable: true
- metadata:
- version: "1.1.1"
- author: jaccen
- tags: ["3dgs", "gaussian-splatting", "compression", "quantization", "pruning", "vector-quantization", "streaming", "deployment", "mobile", "webgpu", "tensor-core", "hardware-acceleration", "bayesian", "semantic-compression"]
- when_to_use:
- - "Compress a 3DGS model for storage or transmission"
- - "Deploy 3DGS to web browser, mobile device, or edge hardware"
- - "Select quantization scheme, bit-width, or pruning strategy"
- - "Design progressive streaming or Level-of-Detail pipeline"
- - "Evaluate hardware acceleration options (Tensor Core, GEMM, FPGA, ASIC)"
- - "3DGS压缩 / 量化 / 剪枝 / 部署 / 流式传输 / 移动端 / 硬件加速"
- ---
-
- # 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
- │
- ▼
- [Step 1] Analysis ── attribute profiling, bottleneck identification
- │
- ▼
- [Step 2] Strategy Selection ── target platform → compression recipe
- │
- ▼
- [Step 3] Pruning ── reduce Gaussian count (coreset / adaptive / variational / merge)
- │
- ▼
- [Step 4] Quantization ── reduce per-attribute bit-width (scalar / VQ / mixed-precision)
- │
- ▼
- [Step 5] Vector Quantization ── codebook-based attribute compression (optional, replaces/augments Step 4)
- │
- ▼
- [Step 6] Streaming & LoD ── progressive loading structure for network delivery
- │
- ▼
- [Step 7] Deployment ── platform-specific renderer and runtime
- │
- ▼
- Deployed Application (Web / Mobile / Desktop / Edge)
- ```
-
- ## Step 1: Analysis
-
- Profile the 3DGS model before selecting compression methods:
-
- | Attribute | FP32 Size | Typical Range | Sensitivity to Quantization |
- |-----------|-----------|---------------|---------------------------|
- | Position (μ) | 12B/Gaussian | Scene bounds | High — direct geometry impact |
- | SH (degree 0–3) | 48B/Gaussian | [-1, 1] per coeff | Medium-High — visual quality driver |
- | Opacity (α) | 4B/Gaussian | [0, 1] | Medium — pruning signal |
- | Scale (s) | 12B/Gaussian | [1e-5, 1e2] | Medium — anisotropy sensitive |
- | Rotation (q) | 16B/Gaussian | Unit quaternion | Low-Medium — 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?
- ├── Web (WebGL/WebGPU)
- │ ├── Bandwidth-limited → Pruning + VQ + Streaming (CAGS/HGS pipeline)
- │ └── Compute-limited → Aggressive pruning + low SH degree + Flux-GS
- ├── Mobile (iOS/Android)
- │ ├── Real-time required → Mobile-GS pipeline (depth-aware OIT + distillation + pruning)
- │ └── Quality priority → MesonGS++ (mixed-precision, budget-controlled) + NanoGS merge
- ├── Desktop (GPU ≥ RTX 3060)
- │ ├── Max quality → Light quantization only (8-10 bit, ContextGS entropy coding)
- │ └── Large scene → Pruning + Streaming + HiGS hierarchical tiles
- └── Edge / Embedded
- ├── FPGA targeted → SpqGS (hardware-friendly quantization) + Axis-Shared Accelerator
- └── Low-power GPU → VEDAL pruning + 4-6 bit quantization + PocketGS on-device
- ```
-
- **Combined target table:**
-
- | Target | Typical Gaussian Budget | Bit-width Range | Streaming | Key Methods |
- |--------|------------------------|-----------------|-----------|-------------|
- | Web | 100K–500K | 4–8 bit | Required | CAGS, StreamLoD-GS, Spark 2.0 |
- | Mobile | 50K–200K | 4–8 bit | Optional | Mobile-GS, Flux-GS, PocketGS |
- | Desktop | 500K–5M | 8–16 bit | For large scenes | MesonGS++, HiGS, gsplat |
- | Edge/FPGA | 10K–100K | 2–6 bit | Required | SpqGS, VEDAL, GEMM-GS |
-
- ## Step 3: Quantization
-
- ### Method Selection
-
- | Method | Type | Venue | Bit-width | Key Feature |
- |--------|------|-------|-----------|-------------|
- | MesonGS++ | Mixed-precision (post-training) | arXiv 2026 | 4–16 bit per attribute | 0-1 ILP hyperparameter search, 34x compression |
- | GETA-3DGS | Joint pruning + quantization | arXiv 2026 | 4–8 bit heterogeneous | Render-aware saliency, QADG dependency graph |
- | GSQ | Learned step size | CVPR 2025 | 4–8 bit | Group-wise quantization with learnable step |
- | ContextGS | Context-model entropy coding | NeurIPS 2024 | 8–16 bit | Anchor-level context replaces uniform quant |
- | SpqGS | Scalable parallel | CVPR 2025 | Hardware-friendly | Parallel bit allocation for FPGA/ASIC |
- | SOG-GS | Channel-grouped | CVPR 2025 | Per-channel | Preserves inter-Gaussian correlations |
- | ZipGS | Pruning + quant + entropy | CVPR 2025 | Variable | Volumetric entropy coding |
- | GaussianCodec | Entropy-constrained | CVPR 2025 | Rate-distortion optimized | Learned codec with ECVQ |
- | EAGLES | Quantized embeddings | ECCV 2024 | 8–16 bit | Coarse-to-fine training + pruning |
- | TC-GS | Tri-plane representation | IEEE 2026 | Implicit via tri-plane | Replaces per-Gaussian SH with shared tri-plane |
-
- ### Bit-width Selection Guide
-
- | Attribute | 4–5 bit | 6–8 bit | 8–12 bit | 12–16 bit |
- |-----------|---------|---------|----------|-----------|
- | Position | Edge only — visible artifacts | Mobile/Web acceptable | Desktop recommended | Lossless-range |
- | SH (dc) | Not recommended | Edge/mobile | Desktop | High-fidelity |
- | SH (rest) | Aggressive mobile | Mobile/Web | Desktop | Unnecessary |
- | Opacity | Acceptable (post-sigmoid) | Recommended | Overkill | Overkill |
- | Scale | Log-space 4-bit risky | Log-space 6–8 bit | Recommended | Overkill |
- | Rotation | 8-bit often sufficient | Standard | Unnecessary | Overkill |
-
- **Rule of thumb:** Position and SH dominate quality; allocate more bits there. Opacity and rotation tolerate aggressive quantization.
-
- ## Step 4: Pruning
-
- ### Strategies
-
- | Strategy | Method | Venue | Compression | Quality Impact |
- |----------|--------|-------|-------------|----------------|
- | **Coreset-based** | Provable Pruning via Coresets | arXiv 2026 | Theoretical guarantee | Minimal — multiplicative approximation |
- | **Bayesian** | DP-Splat | arXiv 2026 | Automatic complexity control | Minimal — DP prior converges to optimal count |
- | **Training-free semantic** | CoSAG | arXiv 2026 | 37–76× over LangSplatV2 | Minimal — zero fine-tuning, leverages CLIP features |
- | **Importance-based** | Prune Wisely (DoG) | CVPR 2026 | 90% reduction | Minimal — DoG avoids false positives |
- | **Variational** | VEDAL | arXiv 2026(venue 待核实) | 5.2x (0.31 dB drop) | Low — uncertainty-gated async pruning |
- | **Merge-based** | NanoGS | arXiv 2026 | Training-free | Mass-preserving moment matching |
- | **Global+Local** | LightGaussian | NeurIPS 2024 | 15x | SVD distillation compensates |
- | **Render-aware** | GETA-3DGS | arXiv 2026 | ~5x storage | Transmittance-weighted saliency |
- | **Frequency-aware** | FAD-GS | CVPR 2024 | Frequency-separated | Separates low/high freq Gaussians |
- | **Memory-bounded** | Gaussians on a Diet | arXiv 2026 | 80% peak memory | Iterative growth+pruning |
- | **Hybrid** | HybridGS | CVPR 2025 | Explicit+implicit | Neural coding recovers pruned info |
- | **Budget-controlled** | MGS (Matryoshka) | arXiv 2026 | Continuous LoD | Any prefix of ordered set is coherent |
-
- ### Pruning Decision Flow
-
- ```
- Need theoretical guarantees?
- ├── Yes → Provable Pruning via Coresets
- └── No
- ├── Training-free requirement?
- │ ├── Yes → NanoGS (merge) or LightGaussian (post-training)
- │ └── No
- │ ├── Can retrain/fine-tune after pruning?
- │ │ ├── Yes → Prune Wisely (DoG) + finetune, or VEDAL
- │ │ └── No → NanoGS or GETA-3DGS (auto, no per-scene thresholds)
- │ └── Need continuous quality levels?
- │ └── Yes → MGS (Matryoshka stochastic budget training)
- ```
-
- ## Step 5: Vector Quantization
-
- ### VQ Pipeline
-
- ```
- Gaussian Attributes
- │
- ▼
- [1] Attribute Grouping ── group by type (position, SH, scale/rotation)
- │
- ▼
- [2] Codebook Learning ── K-means / learned / residual codebook
- │
- ▼
- [3] Assignment ── nearest-neighbor lookup per group
- │
- ▼
- [4] Residual Coding ── (optional) multi-level residual VQ
- │
- ▼
- [5] Entropy Coding ── arithmetic / ANS coding of indices
- │
- ▼
- Compressed Bitstream
- ```
-
- ### VQ Methods
-
- | Method | Codebook Type | Venue | Compression | Key Feature |
- |--------|--------------|-------|-------------|-------------|
- | CompactGS | Learned per-attribute | ECCV 2024 | 10–15x | Simple codebook, minimal overhead |
- | VQGS | Residual codebook | CVPR 2025 | High-ratio | Multi-level residual improves quality |
- | RDO-Gaussian | ECVQ (entropy-constrained) | ECCV 2024 | 40x+ | Rate-distortion optimized VQ |
- | CAGS | VQ + LoD layers | SIGGRAPH 2026 | Adaptive | VQ establishes quality LoDs for streaming |
- | CGVQ | Clustered codebook | SIGGRAPH 2026 Poster | 20% bpp reduction | Cluster-guided grouping before quant |
- | Sp2403GS | Codebook + pruning | CVPR 2024 | Combined | Importance-based codebook selection |
- | HAC | Hash-grid context | ECCV 2024 | ~100x | Context modeling for entropy coding |
- | CompGS | Importance-aware | CVPR 2025 | Progressive | Progressive 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
-
- | Method | LoD Mechanism | Venue | Latency Reduction | Key Feature |
- |--------|--------------|-------|-------------------|-------------|
- | StreamLoD-GS | View-dependent LoD levels | arXiv 2026 | Progressive | Bandwidth-adaptive FVV delivery |
- | HGS | Hierarchical Gaussian structuring | CVPR 2025 | Progressive | Level-of-detail Gaussian hierarchy |
- | GS-Stream | Progressive chunk delivery | CVPR 2025 | Bandwidth-adaptive | Chunk-based 3DGS streaming |
- | EvoGS | Evolution Tree (wavelet-inspired) | arXiv 2026 | 2.4x payload reduction | Continuous parent-child refinement |
- | MGS | Stochastic budget training | arXiv 2026 | Continuous | Any prefix = coherent render |
- | SCube | VoxSplats + hierarchical LOD | NeurIPS 2024 | Hierarchical | Voxelized splat for large-scale |
- | CAGS | VQ-based LoD + reference image | SIGGRAPH 2026 | +5–20 dB PSNR | Server-side low-res reference corrects color |
-
- ### Dynamic (4DGS) Streaming
-
- | Method | Mechanism | Venue | First-frame Latency | Key Feature |
- |--------|-----------|-------|---------------------|-------------|
- | PD-4DGS | Hierarchical Deformation Decomposition | arXiv 2026 | ~1.7s (from 73–930s) | 3 independent layers: static + global deform + local refine |
- | CAGS | VQ LoD + color correction | SIGGRAPH 2026 | Adaptive | Representation-agnostic, works with diverse Gaussian types |
- | QUEEN | Quantized streaming encoding | NeurIPS 2024 | Streaming | Dynamic Gaussian free-viewpoint video |
- | BlitzGS | Distributed GPU sharding | arXiv 2026 | Parity-based | City-scale distributed rendering + importance scoring |
-
- ### Streaming Architecture Pattern
-
- ```
- Server Client
- ┌──────────┐ HTTP/HLS/DASH ┌──────────────────┐
- │ 3DGS │ ──── Layer 0 ────→ │ Base quality │
- │ Encoder │ ──── Layer 1 ────→ │ + Deformation │
- │ │ ──── Layer 2 ────→ │ + Refinement │
- │ CAGS/ │ │ │
- │ PD-4DGS │ ←── Bandwidth ──── │ Quality Feedback │
- └──────────┘ └──────────────────┘
- ```
-
- ## Step 7: Deployment
-
- ### Web (WebGL / WebGPU)
-
- | Platform | Renderer | Max Gaussians | Key Feature |
- |----------|----------|--------------|-------------|
- | Spark 2.0 | WebGPU | 100M+ splats | Chunk streaming, multi-splat sorting, progressive LOD |
- | Visionary | WebGPU + ONNX Runtime | Large | 4DGS + neural avatars + generative post-processing |
- | SuperSplat | WebGL | ~5M | Editable viewer, selection tools |
- | PlayCanvas | WebGL 2.0 | ~2M | Game 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)
-
- | Method | Venue | FPS (Mobile) | Key Feature |
- |--------|-------|-------------|-------------|
- | Mobile-GS | ICLR 2026 | 1000+ FPS (on-device) | Depth-aware OIT + distillation + contribution pruning |
- | Flux-GS | ECCV 2026 | Real-time | Monte Carlo specular energy, compact latent SH |
- | PocketGS | arXiv 2026 | On-device training | Anisotropic seeding + cached alpha compositing |
-
- **Mobile deployment pipeline:**
- 1. Train on server → 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
-
- | Method | Hardware | Venue | Speedup | Key Feature |
- |--------|----------|-------|---------|-------------|
- | GEMM-GS | Tensor Core (GEMM) | arXiv 2026 | 1.42x | Reformulates blending as GEMM ops |
- | TensorGS | Tensor Core (FP16 matrix) | arXiv 2026 | 1.65x | Tensorizes rasterization with cross-tile grouping |
- | Axis-Shared Accelerator | ASIC (custom) | ISCA 2026 | On-chip real-time | First 3DGS hardware accelerator, order-independent transmittance |
- | HiGS | GPU (hierarchical tiles) | NVIDIA 2026 | 15.8x | Macro-tile + fine render tile decoupling |
- | LiteGS | GPU (Moore Threads) | SIGGRAPH Asia 2025 | Software-hardware co-opt | Won 3DGS Challenge silver at SIGGRAPH Asia |
- | SpqGS | FPGA-friendly | CVPR 2025 | Parallel bit allocation | Hardware-scalable quantization |
- | QuadBox | GPU (AABB optimization) | arXiv 2026 | 1.85x | Geometry-aware bounding boxes |
- | StereoGS | ASIC (stereoscopic) | 2026 | Dual-eye shared | Energy-efficient stereoscopic GS processor; shared compute + memory bandwidth for VR/AR |
-
- ### Acceleration Selection
-
- ```
- Deployment hardware?
- ├── NVIDIA GPU (RTX 30xx+)
- │ ├── Tensor Core available → GEMM-GS or TensorGS
- │ └── Standard CUDA → HiGS + gsplat
- ├── Custom ASIC / SoC design
- │ └── Axis-Shared Rasterization Accelerator (ISCA 2026)
- ├── FPGA
- │ └── SpqGS (hardware-friendly quant) + custom rasterizer
- ├── Mobile GPU (Mali/Adreno/Apple)
- │ └── Mobile-GS depth-aware OIT + Flux-GS Monte Carlo
- └── VR/AR HMD (stereoscopic)
- └── StereoGS (dual-eye shared compute + memory bandwidth)
- ```
-
- ## Methods Quick Reference
-
- | Category | Method | Venue | Compression | Quality | Speed |
- |----------|--------|-------|-------------|---------|-------|
- | Mixed-precision Q | MesonGS++ | arXiv 2026 | 34x | High | Post-training |
- | Joint Prune+Q | GETA-3DGS | arXiv 2026 | ~5x | High | Auto |
- | Adaptive Prune | Prune Wisely | CVPR 2026 | 90% Gaussians | High | Post-training |
- | Variational Prune | VEDAL | arXiv 2026(venue 待核实) | 5.2x | 0.31 dB drop | 185 FPS |
- | Coreset Prune | Provable Coresets | arXiv 2026 | Guaranteed | Theoretical | + finetune |
- | Merge Simplify | NanoGS | arXiv 2026 | Training-free | High | Fast (CPU) |
- | VQ+LoD Stream | CAGS | SIGGRAPH 2026 | Adaptive | +5–20 dB | Stream |
- | VQ Residual | VQGS | CVPR 2025 | High-ratio | Medium | — |
- | Tri-plane | TC-GS | IEEE 2026 | Implicit | — | — |
- | 4D Stream | PD-4DGS | arXiv 2026 | Progressive | 3-layer | 1.7s first-frame |
- | Large-scale Dist | BlitzGS | arXiv 2026 | Parity shards | City-scale | Distributed |
- | Mobile | Mobile-GS | ICLR 2026 | 50–100x | Acceptable | 1000+ FPS |
- | Mobile | Flux-GS | ECCV 2026 | Parameter reduction | High | Real-time |
- | WebGPU | Visionary | arXiv 2025 | Stream | High | WebGPU |
- | Web | Spark 2.0 | 2026 | Stream | 100M+ splats | WebGPU |
- | Tensor Core | GEMM-GS | arXiv 2026 | — | Negligible loss | 1.42x |
- | Tensor Core | TensorGS | arXiv 2026 | — | Negligible loss | 1.65x |
- | ASIC | Axis-Shared Accel | ISCA 2026 | — | On-chip | Real-time |
- | Hierarchical Tile | HiGS | NVIDIA 2026 | — | Exact compositing | 15.8x |
- | Evolution Tree | EvoGS | arXiv 2026 | 2.4x payload | Continuous | Stream |
- | Matryoshka LoD | MGS | arXiv 2026 | Continuous | Any prefix | Flexible |
- | Hash-grid Context | HAC | ECCV 2024 | ~100x | High | Encoding |
-
- ## Output Format
-
- When this skill produces a compression-deployment plan, use this template:
-
- ```markdown
- # 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] → target: X% reduction
- 2. Quantization: [method] → [bit-width per attribute]
- 3. VQ: [method, codebook size] → (if applicable)
- 4. Entropy coding: [method]
-
- ## Expected Results
- - Compression ratio: Xx
- - Estimated PSNR: Y dB (drop: Δ 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** — Production deployment decisions, industry verticals, tech stack
- - **3dgs-method-compare** — Compare compression methods head-to-head on benchmarks
- - **3dgs-visualizer** — Generate radar charts comparing compression methods
- - **3dgs-experiment-planner** — Design ablation studies for compression pipelines
- - **cad-mesh-3dgs** — Mesh extraction from compressed 3DGS for BIM/CAD workflows
- - **3dgs-mcp-renderer** — 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
+ ---
+ name: 3dgs-compression-deploy
+ description: "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, 3DGS压缩/量化/剪枝/部署/流式传输/移动端/硬件加速."
+ license: Apache-2.0
+ user-invocable: true
+ metadata:
+ version: "1.1.1"
+ author: jaccen
+ tags: ["3dgs", "gaussian-splatting", "compression", "quantization", "pruning", "vector-quantization", "streaming", "deployment", "mobile", "webgpu", "tensor-core", "hardware-acceleration", "bayesian", "semantic-compression"]
+ when_to_use:
+ - "Compress a 3DGS model for storage or transmission"
+ - "Deploy 3DGS to web browser, mobile device, or edge hardware"
+ - "Select quantization scheme, bit-width, or pruning strategy"
+ - "Design progressive streaming or Level-of-Detail pipeline"
+ - "Evaluate hardware acceleration options (Tensor Core, GEMM, FPGA, ASIC)"
+ - "3DGS压缩 / 量化 / 剪枝 / 部署 / 流式传输 / 移动端 / 硬件加速"
+ ---
+
+ # 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
+ │
+ ▼
+ [Step 1] Analysis ── attribute profiling, bottleneck identification
+ │
+ ▼
+ [Step 2] Strategy Selection ── target platform → compression recipe
+ │
+ ▼
+ [Step 3] Pruning ── reduce Gaussian count (coreset / adaptive / variational / merge)
+ │
+ ▼
+ [Step 4] Quantization ── reduce per-attribute bit-width (scalar / VQ / mixed-precision)
+ │
+ ▼
+ [Step 5] Vector Quantization ── codebook-based attribute compression (optional, replaces/augments Step 4)
+ │
+ ▼
+ [Step 6] Streaming & LoD ── progressive loading structure for network delivery
+ │
+ ▼
+ [Step 7] Deployment ── platform-specific renderer and runtime
+ │
+ ▼
+ Deployed Application (Web / Mobile / Desktop / Edge)
+ ```
+
+ ## Step 1: Analysis
+
+ Profile the 3DGS model before selecting compression methods:
+
+ | Attribute | FP32 Size | Typical Range | Sensitivity to Quantization |
+ |-----------|-----------|---------------|---------------------------|
+ | Position (μ) | 12B/Gaussian | Scene bounds | High — direct geometry impact |
+ | SH (degree 0–3) | 48B/Gaussian | [-1, 1] per coeff | Medium-High — visual quality driver |
+ | Opacity (α) | 4B/Gaussian | [0, 1] | Medium — pruning signal |
+ | Scale (s) | 12B/Gaussian | [1e-5, 1e2] | Medium — anisotropy sensitive |
+ | Rotation (q) | 16B/Gaussian | Unit quaternion | Low-Medium — 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?
+ ├── Web (WebGL/WebGPU)
+ │ ├── Bandwidth-limited → Pruning + VQ + Streaming (CAGS/HGS pipeline)
+ │ └── Compute-limited → Aggressive pruning + low SH degree + Flux-GS
+ ├── Mobile (iOS/Android)
+ │ ├── Real-time required → Mobile-GS pipeline (depth-aware OIT + distillation + pruning)
+ │ └── Quality priority → MesonGS++ (mixed-precision, budget-controlled) + NanoGS merge
+ ├── Desktop (GPU ≥ RTX 3060)
+ │ ├── Max quality → Light quantization only (8-10 bit, ContextGS entropy coding)
+ │ └── Large scene → Pruning + Streaming + HiGS hierarchical tiles
+ └── Edge / Embedded
+ ├── FPGA targeted → SpqGS (hardware-friendly quantization) + Axis-Shared Accelerator
+ └── Low-power GPU → VEDAL pruning + 4-6 bit quantization + PocketGS on-device
+ ```
+
+ **Combined target table:**
+
+ | Target | Typical Gaussian Budget | Bit-width Range | Streaming | Key Methods |
+ |--------|------------------------|-----------------|-----------|-------------|
+ | Web | 100K–500K | 4–8 bit | Required | CAGS, StreamLoD-GS, Spark 2.0 |
+ | Mobile | 50K–200K | 4–8 bit | Optional | Mobile-GS, Flux-GS, PocketGS |
+ | Desktop | 500K–5M | 8–16 bit | For large scenes | MesonGS++, HiGS, gsplat |
+ | Edge/FPGA | 10K–100K | 2–6 bit | Required | SpqGS, VEDAL, GEMM-GS |
+
+ ## Step 3: Quantization
+
+ ### Method Selection
+
+ | Method | Type | Venue | Bit-width | Key Feature |
+ |--------|------|-------|-----------|-------------|
+ | MesonGS++ | Mixed-precision (post-training) | arXiv 2026 | 4–16 bit per attribute | 0-1 ILP hyperparameter search, 34x compression |
+ | GETA-3DGS | Joint pruning + quantization | arXiv 2026 | 4–8 bit heterogeneous | Render-aware saliency, QADG dependency graph |
+ | GSQ | Learned step size | CVPR 2025 | 4–8 bit | Group-wise quantization with learnable step |
+ | ContextGS | Context-model entropy coding | NeurIPS 2024 | 8–16 bit | Anchor-level context replaces uniform quant |
+ | SpqGS | Scalable parallel | CVPR 2025 | Hardware-friendly | Parallel bit allocation for FPGA/ASIC |
+ | SOG-GS | Channel-grouped | CVPR 2025 | Per-channel | Preserves inter-Gaussian correlations |
+ | ZipGS | Pruning + quant + entropy | CVPR 2025 | Variable | Volumetric entropy coding |
+ | GaussianCodec | Entropy-constrained | CVPR 2025 | Rate-distortion optimized | Learned codec with ECVQ |
+ | EAGLES | Quantized embeddings | ECCV 2024 | 8–16 bit | Coarse-to-fine training + pruning |
+ | TC-GS | Tri-plane representation | IEEE 2026 | Implicit via tri-plane | Replaces per-Gaussian SH with shared tri-plane |
+
+ ### Bit-width Selection Guide
+
+ | Attribute | 4–5 bit | 6–8 bit | 8–12 bit | 12–16 bit |
+ |-----------|---------|---------|----------|-----------|
+ | Position | Edge only — visible artifacts | Mobile/Web acceptable | Desktop recommended | Lossless-range |
+ | SH (dc) | Not recommended | Edge/mobile | Desktop | High-fidelity |
+ | SH (rest) | Aggressive mobile | Mobile/Web | Desktop | Unnecessary |
+ | Opacity | Acceptable (post-sigmoid) | Recommended | Overkill | Overkill |
+ | Scale | Log-space 4-bit risky | Log-space 6–8 bit | Recommended | Overkill |
+ | Rotation | 8-bit often sufficient | Standard | Unnecessary | Overkill |
+
+ **Rule of thumb:** Position and SH dominate quality; allocate more bits there. Opacity and rotation tolerate aggressive quantization.
+
+ ## Step 4: Pruning
+
+ ### Strategies
+
+ | Strategy | Method | Venue | Compression | Quality Impact |
+ |----------|--------|-------|-------------|----------------|
+ | **Coreset-based** | Provable Pruning via Coresets | arXiv 2026 | Theoretical guarantee | Minimal — multiplicative approximation |
+ | **Bayesian** | DP-Splat | arXiv 2026 | Automatic complexity control | Minimal — DP prior converges to optimal count |
+ | **Training-free semantic** | CoSAG | arXiv 2026 | 37–76× over LangSplatV2 | Minimal — zero fine-tuning, leverages CLIP features |
+ | **Importance-based** | Prune Wisely (DoG) | CVPR 2026 | 90% reduction | Minimal — DoG avoids false positives |
+ | **Variational** | VEDAL | arXiv 2026(venue 待核实) | 5.2x (0.31 dB drop) | Low — uncertainty-gated async pruning |
+ | **Merge-based** | NanoGS | arXiv 2026 | Training-free | Mass-preserving moment matching |
+ | **Global+Local** | LightGaussian | NeurIPS 2024 | 15x | SVD distillation compensates |
+ | **Render-aware** | GETA-3DGS | arXiv 2026 | ~5x storage | Transmittance-weighted saliency |
+ | **Frequency-aware** | FAD-GS | CVPR 2024 | Frequency-separated | Separates low/high freq Gaussians |
+ | **Memory-bounded** | Gaussians on a Diet | arXiv 2026 | 80% peak memory | Iterative growth+pruning |
+ | **Hybrid** | HybridGS | CVPR 2025 | Explicit+implicit | Neural coding recovers pruned info |
+ | **Budget-controlled** | MGS (Matryoshka) | arXiv 2026 | Continuous LoD | Any prefix of ordered set is coherent |
+
+ ### Pruning Decision Flow
+
+ ```
+ Need theoretical guarantees?
+ ├── Yes → Provable Pruning via Coresets
+ └── No
+ ├── Training-free requirement?
+ │ ├── Yes → NanoGS (merge) or LightGaussian (post-training)
+ │ └── No
+ │ ├── Can retrain/fine-tune after pruning?
+ │ │ ├── Yes → Prune Wisely (DoG) + finetune, or VEDAL
+ │ │ └── No → NanoGS or GETA-3DGS (auto, no per-scene thresholds)
+ │ └── Need continuous quality levels?
+ │ └── Yes → MGS (Matryoshka stochastic budget training)
+ ```
+
+ ## Step 5: Vector Quantization
+
+ ### VQ Pipeline
+
+ ```
+ Gaussian Attributes
+ │
+ ▼
+ [1] Attribute Grouping ── group by type (position, SH, scale/rotation)
+ │
+ ▼
+ [2] Codebook Learning ── K-means / learned / residual codebook
+ │
+ ▼
+ [3] Assignment ── nearest-neighbor lookup per group
+ │
+ ▼
+ [4] Residual Coding ── (optional) multi-level residual VQ
+ │
+ ▼
+ [5] Entropy Coding ── arithmetic / ANS coding of indices
+ │
+ ▼
+ Compressed Bitstream
+ ```
+
+ ### VQ Methods
+
+ | Method | Codebook Type | Venue | Compression | Key Feature |
+ |--------|--------------|-------|-------------|-------------|
+ | CompactGS | Learned per-attribute | ECCV 2024 | 10–15x | Simple codebook, minimal overhead |
+ | VQGS | Residual codebook | CVPR 2025 | High-ratio | Multi-level residual improves quality |
+ | RDO-Gaussian | ECVQ (entropy-constrained) | ECCV 2024 | 40x+ | Rate-distortion optimized VQ |
+ | CAGS | VQ + LoD layers | SIGGRAPH 2026 | Adaptive | VQ establishes quality LoDs for streaming |
+ | CGVQ | Clustered codebook | SIGGRAPH 2026 Poster | 20% bpp reduction | Cluster-guided grouping before quant |
+ | Sp2403GS | Codebook + pruning | CVPR 2024 | Combined | Importance-based codebook selection |
+ | HAC | Hash-grid context | ECCV 2024 | ~100x | Context modeling for entropy coding |
+ | CompGS | Importance-aware | CVPR 2025 | Progressive | Progressive 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
+
+ | Method | LoD Mechanism | Venue | Latency Reduction | Key Feature |
+ |--------|--------------|-------|-------------------|-------------|
+ | StreamLoD-GS | View-dependent LoD levels | arXiv 2026 | Progressive | Bandwidth-adaptive FVV delivery |
+ | HGS | Hierarchical Gaussian structuring | CVPR 2025 | Progressive | Level-of-detail Gaussian hierarchy |
+ | GS-Stream | Progressive chunk delivery | CVPR 2025 | Bandwidth-adaptive | Chunk-based 3DGS streaming |
+ | EvoGS | Evolution Tree (wavelet-inspired) | arXiv 2026 | 2.4x payload reduction | Continuous parent-child refinement |
+ | MGS | Stochastic budget training | arXiv 2026 | Continuous | Any prefix = coherent render |
+ | SCube | VoxSplats + hierarchical LOD | NeurIPS 2024 | Hierarchical | Voxelized splat for large-scale |
+ | CAGS | VQ-based LoD + reference image | SIGGRAPH 2026 | +5–20 dB PSNR | Server-side low-res reference corrects color |
+
+ ### Dynamic (4DGS) Streaming
+
+ | Method | Mechanism | Venue | First-frame Latency | Key Feature |
+ |--------|-----------|-------|---------------------|-------------|
+ | PD-4DGS | Hierarchical Deformation Decomposition | arXiv 2026 | ~1.7s (from 73–930s) | 3 independent layers: static + global deform + local refine |
+ | CAGS | VQ LoD + color correction | SIGGRAPH 2026 | Adaptive | Representation-agnostic, works with diverse Gaussian types |
+ | QUEEN | Quantized streaming encoding | NeurIPS 2024 | Streaming | Dynamic Gaussian free-viewpoint video |
+ | BlitzGS | Distributed GPU sharding | arXiv 2026 | Parity-based | City-scale distributed rendering + importance scoring |
+
+ ### Streaming Architecture Pattern
+
+ ```
+ Server Client
+ ┌──────────┐ HTTP/HLS/DASH ┌──────────────────┐
+ │ 3DGS │ ──── Layer 0 ────→ │ Base quality │
+ │ Encoder │ ──── Layer 1 ────→ │ + Deformation │
+ │ │ ──── Layer 2 ────→ │ + Refinement │
+ │ CAGS/ │ │ │
+ │ PD-4DGS │ ←── Bandwidth ──── │ Quality Feedback │
+ └──────────┘ └──────────────────┘
+ ```
+
+ ## Step 7: Deployment
+
+ ### Web (WebGL / WebGPU)
+
+ | Platform | Renderer | Max Gaussians | Key Feature |
+ |----------|----------|--------------|-------------|
+ | Spark 2.0 | WebGPU | 100M+ splats | Chunk streaming, multi-splat sorting, progressive LOD |
+ | Visionary | WebGPU + ONNX Runtime | Large | 4DGS + neural avatars + generative post-processing |
+ | SuperSplat | WebGL | ~5M | Editable viewer, selection tools |
+ | PlayCanvas | WebGL 2.0 | ~2M | Game 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)
+
+ | Method | Venue | FPS (Mobile) | Key Feature |
+ |--------|-------|-------------|-------------|
+ | Mobile-GS | ICLR 2026 | 1000+ FPS (on-device) | Depth-aware OIT + distillation + contribution pruning |
+ | Flux-GS | ECCV 2026 | Real-time | Monte Carlo specular energy, compact latent SH |
+ | PocketGS | arXiv 2026 | On-device training | Anisotropic seeding + cached alpha compositing |
+
+ **Mobile deployment pipeline:**
+ 1. Train on server → 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
+
+ | Method | Hardware | Venue | Speedup | Key Feature |
+ |--------|----------|-------|---------|-------------|
+ | GEMM-GS | Tensor Core (GEMM) | arXiv 2026 | 1.42x | Reformulates blending as GEMM ops |
+ | TensorGS | Tensor Core (FP16 matrix) | arXiv 2026 | 1.65x | Tensorizes rasterization with cross-tile grouping |
+ | Axis-Shared Accelerator | ASIC (custom) | ISCA 2026 | On-chip real-time | First 3DGS hardware accelerator, order-independent transmittance |
+ | HiGS | GPU (hierarchical tiles) | NVIDIA 2026 | 15.8x | Macro-tile + fine render tile decoupling |
+ | LiteGS | GPU (Moore Threads) | SIGGRAPH Asia 2025 | Software-hardware co-opt | Won 3DGS Challenge silver at SIGGRAPH Asia |
+ | SpqGS | FPGA-friendly | CVPR 2025 | Parallel bit allocation | Hardware-scalable quantization |
+ | QuadBox | GPU (AABB optimization) | arXiv 2026 | 1.85x | Geometry-aware bounding boxes |
+ | StereoGS | ASIC (stereoscopic) | 2026 | Dual-eye shared | Energy-efficient stereoscopic GS processor; shared compute + memory bandwidth for VR/AR |
+
+ ### Acceleration Selection
+
+ ```
+ Deployment hardware?
+ ├── NVIDIA GPU (RTX 30xx+)
+ │ ├── Tensor Core available → GEMM-GS or TensorGS
+ │ └── Standard CUDA → HiGS + gsplat
+ ├── Custom ASIC / SoC design
+ │ └── Axis-Shared Rasterization Accelerator (ISCA 2026)
+ ├── FPGA
+ │ └── SpqGS (hardware-friendly quant) + custom rasterizer
+ ├── Mobile GPU (Mali/Adreno/Apple)
+ │ └── Mobile-GS depth-aware OIT + Flux-GS Monte Carlo
+ └── VR/AR HMD (stereoscopic)
+ └── StereoGS (dual-eye shared compute + memory bandwidth)
+ ```
+
+ ## Methods Quick Reference
+
+ | Category | Method | Venue | Compression | Quality | Speed |
+ |----------|--------|-------|-------------|---------|-------|
+ | Mixed-precision Q | MesonGS++ | arXiv 2026 | 34x | High | Post-training |
+ | Joint Prune+Q | GETA-3DGS | arXiv 2026 | ~5x | High | Auto |
+ | Adaptive Prune | Prune Wisely | CVPR 2026 | 90% Gaussians | High | Post-training |
+ | Variational Prune | VEDAL | arXiv 2026(venue 待核实) | 5.2x | 0.31 dB drop | 185 FPS |
+ | Coreset Prune | Provable Coresets | arXiv 2026 | Guaranteed | Theoretical | + finetune |
+ | Merge Simplify | NanoGS | arXiv 2026 | Training-free | High | Fast (CPU) |
+ | VQ+LoD Stream | CAGS | SIGGRAPH 2026 | Adaptive | +5–20 dB | Stream |
+ | VQ Residual | VQGS | CVPR 2025 | High-ratio | Medium | — |
+ | Tri-plane | TC-GS | IEEE 2026 | Implicit | — | — |
+ | 4D Stream | PD-4DGS | arXiv 2026 | Progressive | 3-layer | 1.7s first-frame |
+ | Large-scale Dist | BlitzGS | arXiv 2026 | Parity shards | City-scale | Distributed |
+ | Mobile | Mobile-GS | ICLR 2026 | 50–100x | Acceptable | 1000+ FPS |
+ | Mobile | Flux-GS | ECCV 2026 | Parameter reduction | High | Real-time |
+ | WebGPU | Visionary | arXiv 2025 | Stream | High | WebGPU |
+ | Web | Spark 2.0 | 2026 | Stream | 100M+ splats | WebGPU |
+ | Tensor Core | GEMM-GS | arXiv 2026 | — | Negligible loss | 1.42x |
+ | Tensor Core | TensorGS | arXiv 2026 | — | Negligible loss | 1.65x |
+ | ASIC | Axis-Shared Accel | ISCA 2026 | — | On-chip | Real-time |
+ | Hierarchical Tile | HiGS | NVIDIA 2026 | — | Exact compositing | 15.8x |
+ | Evolution Tree | EvoGS | arXiv 2026 | 2.4x payload | Continuous | Stream |
+ | Matryoshka LoD | MGS | arXiv 2026 | Continuous | Any prefix | Flexible |
+ | Hash-grid Context | HAC | ECCV 2024 | ~100x | High | Encoding |
+
+ ## Output Format
+
+ When this skill produces a compression-deployment plan, use this template:
+
+ ```markdown
+ # 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] → target: X% reduction
+ 2. Quantization: [method] → [bit-width per attribute]
+ 3. VQ: [method, codebook size] → (if applicable)
+ 4. Entropy coding: [method]
+
+ ## Expected Results
+ - Compression ratio: Xx
+ - Estimated PSNR: Y dB (drop: Δ 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** — Production deployment decisions, industry verticals, tech stack
+ - **3dgs-method-compare** — Compare compression methods head-to-head on benchmarks
+ - **3dgs-visualizer** — Generate radar charts comparing compression methods
+ - **3dgs-experiment-planner** — Design ablation studies for compression pipelines
+ - **cad-mesh-3dgs** — Mesh extraction from compressed 3DGS for BIM/CAD workflows
+ - **3dgs-mcp-renderer** — 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