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BudSplat: Feed-forward 3D Gaussian Splatting under a Rendering Budget

Muyu Xu, Fangneng Zhan, Yu Wei, Ling Shao, Shijian Lu

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First announced by arXiv: 2026-10-30 · Indexed by Pub-AI: 2026-10-30 UTC

preprint

BudSplat: Feed-forward 3D Gaussian Splatting under a Rendering Budget

Muyu Xu, Fangneng Zhan, Yu Wei, Ling Shao, Shijian Lu

First announced by arXiv: 2026-10-30 · Original record ↗

arxiv
2610.38278
Explicit source versions (1)
  • v1 · Date not supplied
  1. Preprint available

    Source date: 2026-10-30 · First detected: 2026-10-30 UTC · Historical baseline

    Source evidence (1)
    • Official evidence ↗ · RSS guid=oai:arXiv.org:2610.38278v1; arxiv:announce_type=new; item pubDate (official metadata)
Abstract · arxiv

Feed-forward 3D Gaussian Splatting has recently emerged as a promising alternative to per-scene optimization, enabling fast novel view synthesis by predicting Gaussian primitives directly from input images. However, it quickly faces a bottleneck of rendering efficiency while scaling from sparse to dense multi-view inputs, which offer more geometric constraints but produce a rapidly growing set of candidate Gaussians. Existing solutions cannot reliably distinguish redundant primitives, leading to many redundant primitives from repeatedly observed regions and increased rendering cost without much gain in visual quality. We propose BudSplat, a compact feed-forward 3DGS framework that learns to keep the most valuable Gaussians under a limited primitive count. BudSplat has two novel designs. The first is a detail-aware importance score that is extracted from multi-level visual tokens, providing an explicit cue for regions where pruning is likely to harm perceptual quality. The score can be injected into voxel fusion to preserve high-value local contributors during multi-view aggregation. The second is quality-aware Gaussian pruning that selects a compact set of primitives by jointly considering rendering contribution and detail importance. The quality-aware pruning enables local quota redistribution that helps avoid over-allocating primitives to large redundant regions. Experiments on RE10K, DL3DV, and ACID show that BudSplat achieves a favorable trade-off among rendering quality and efficiency.