3dgs-articulated-reaso…
3DGS Articulated Object Reasoning & Digital Twin Agent. Reason about articulated objects in 3DGS scenes: extract part structure,…
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
$ npx -y skills add jaccen/Awesome-Gaussian-Skills --skill 3dgs-compression-deploy --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/3dgs-compression-deployContext preview
The summary Claude sees to decide when to auto-load this skill.
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
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
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
platform-fields:
user-invocable: true> End-to-end pipeline from raw 3DGS model to deployed application. Covers 6 compression categories + 4 deployment targets + hardware acceleration.
Raw 3DGS Model
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[Step 1] Analysis ── attribute profiling, bottleneck identification
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[Step 2] Strategy Selection ── target platform → compression recipe
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[Step 3] Pruning ── reduce Gaussian count (coreset / adaptive / variational / merge)
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[Step 4] Quantization ── reduce per-attribute bit-width (scalar / VQ / mixed-precision)
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[Step 5] Vector Quantization ── codebook-based attribute compression (optional, replaces/augments Step 4)
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[Step 6] Streaming & LoD ── progressive loading structure for network delivery
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[Step 7] Deployment ── platform-specific renderer and runtime
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Deployed Application (Web / Mobile / Desktop / Edge)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
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 |
| 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 |
900 arXiv-verified 3DGS methods · 15 AI agent skills · MCP server (34 tools) · open ebook — the AI-native entry to 3D Gaussian Splatting research
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