Agent skill

3dgs Compression Deploy

by jaccen in jaccen/Awesome-Gaussian-Skills

3DGS compression-to-deployment pipeline: quantization (scalar/VQ/mixed-precision), pruning (coreset/adaptive/variational/merge/Bayesian), progressive streaming & LoD, Web/WebGPU/mobile deployment…

Apache-2.0Auto-check passedAI & LLM Engineering

Install 3dgs Compression Deploy

skills CLI
$ npx skills add jaccen/Awesome-Gaussian-Skills --skill 3dgs-compression-deploy -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jaccen/Awesome-Gaussian-Skills 3dgs-compression-deploy --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jaccen/Awesome-Gaussian-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/3dgs-compression-deploy .claude/skills/3dgs-compression-deploy && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
3dgs-compression-deploy
GitHub stars
161
Token cost
~5.5k tokens
SKILL.md length
1,828 words
Files
2 (incl. references)
Skills in repo
13
Repo updated
First seen
Licence
Apache-2.0

At a glance

3DGS compression-to-deployment pipeline: quantization (scalar/VQ/mixed-precision), pruning (coreset/adaptive/variational/merge/Bayesian), progressive streaming & LoD, Web/WebGPU/mobile deployment…

  • Works in 7 steps: Analysis → Compression Strategy Selection → Quantization → …
  • : compressing 3DGS models
  • SKILL.md covers Capabilities, Compression Pipeline, Step 1: Analysis and Step 2: Compression Strategy…, plus 11 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

3dgs Compression Deploy is an agent skill from jaccen/Awesome-Gaussian-Skills. 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.

Its SKILL.md is about 5.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/compression-methods.md`).

It sits in AI & LLM Engineering, covering LLM inference and serving, Deployment and GPU and accelerator computing. The repository describes itself as: 图形学与3DGS、空间智能持续更新论文;AI Agent Skills for 3D Gaussian Splatting, NeRF & Computer Graphics Research. 800+ methods, 25categories, 12skills. OpenClaw / Claude Code compatible. The licence is Apache-2.0.

When your agent uses it

  • : compressing 3DGS models
  • Deploying 3DGS to web/mobile/edge
  • Selecting quantization bit-width
  • Designing streaming pipelines

Example prompts

  • “/3dgs-compression-deploy”

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. Analysis
  2. Compression Strategy Selection
  3. Quantization
  4. Pruning
  5. Vector Quantization
  6. Streaming & LoD
  7. Deployment

What it can do on your machine

Read from SKILL.md and the folder at commit 437c820. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are markdown).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

3dgs Compression Deploy loads about 5.5k tokens when it runs, and up to ~10k if it reads all its reference files. Until then it costs about 132 tokens; SKILL.md has 1,828 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~132
When it runs · the whole SKILL.md, loaded when a task matches
~5.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~10k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jaccen/Awesome-Gaussian-Skills at commit 437c820, republished under its Apache-2.0 licence (© jaccen). 1,828 words, ~5,521 tokens.

Download SKILL.mdSave it as .claude/skills/3dgs-compression-deploy/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
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
metadata.author
jaccen
metadata.tags
3dgs, gaussian-splatting, compression, quantization, pruning, vector-quantization, streaming, deployment, mobile, webgpu, tensor-core, hardware-acceleration…
metadata.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…

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:

AttributeFP32 SizeTypical RangeSensitivity to Quantization
Position (μ)12B/GaussianScene boundsHigh — direct geometry impact
SH (degree 0–3)48B/Gaussian[-1, 1] per coeffMedium-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/GaussianUnit quaternionLow-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:

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 — 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 — multiplicative approximation
BayesianDP-SplatarXiv 2026Automatic complexity controlMinimal — DP prior converges to optimal count
Training-free semanticCoSAGarXiv 202637–76× over LangSplatV2Minimal — zero fine-tuning, leverages CLIP features
Importance-basedPrune Wisely (DoG)CVPR 202690% reductionMinimal — DoG avoids false positives
VariationalVEDALarXiv 2026(venue 待核实)5.2x (0.31 dB drop)Low — 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?
├── 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
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
┌──────────┐    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)
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 → 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
Show full SKILL.md (694 more words)Show less
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?
├── 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

CategoryMethodVenueCompressionQualitySpeed
Mixed-precision QMesonGS++arXiv 202634xHighPost-training
Joint Prune+QGETA-3DGSarXiv 2026~5xHighAuto
Adaptive PrunePrune WiselyCVPR 202690% GaussiansHighPost-training
Variational PruneVEDALarXiv 2026(venue 待核实)5.2x0.31 dB drop185 FPS
Coreset PruneProvable CoresetsarXiv 2026GuaranteedTheoretical+ finetune
Merge SimplifyNanoGSarXiv 2026Training-freeHighFast (CPU)
VQ+LoD StreamCAGSSIGGRAPH 2026Adaptive+5–20 dBStream
VQ ResidualVQGSCVPR 2025High-ratioMedium—
Tri-planeTC-GSIEEE 2026Implicit——
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 2026—Negligible loss1.42x
Tensor CoreTensorGSarXiv 2026—Negligible loss1.65x
ASICAxis-Shared AccelISCA 2026—On-chipReal-time
Hierarchical TileHiGSNVIDIA 2026—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:

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
  • 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

© jaccen, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/3dgs-compression-deploy of jaccen/Awesome-Gaussian-Skills.

  • SKILL.md
  • references/compression-methods.md

Open the folder on GitHubat commit 437c820

Compare with similar skills

3dgs Compression Deploy next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

3dgs Compression Deploy compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
3dgs Compression Deploy this skilljaccen/Awesome-Gaussian-Skills161—~5.5kAutomated safety check: PassApache-2.0
SageMaker Serving Image Selectionhuggingface/skills11k1 repos~4.6kAutomated safety check: PassApache-2.0
Hugging Face Local Model Evalshuggingface/skills11k2 repos~1.6kAutomated safety check: PassApache-2.0
Triton Kernel Writingguqiong96/Lvllm4641 repos~831Automated safety check: PassApache-2.0
Nemotron Nano3NVIDIA-NeMo/Nemotron2.1k—~1.9kAutomated safety check: PassApache-2.0
bitsandbytes Model QuantizationOrchestra-Research/AI-Research-SKILLs13k3 repos~2.5kAutomated safety check: PassMIT

Similar skills

  • Official

    Chooses the right serving container and current image URI for deploying a Hugging Face model to a SageMaker endpoint, preferring Hugging Face images over generic ones.

    11k GitHub starsUsed in 1 repo~4.6k tokens
    AI & LLM EngineeringAuto-check passed
  • Official

    Runs evaluations of Hugging Face Hub models on local hardware with inspect-ai or lighteval, and helps choose between vLLM, Transformers and accelerate backends.

    11k GitHub starsUsed in 2 repos~1.6k tokens
    AI & LLM EngineeringAuto-check passed
  • Triton Kernel Writing

    guqiong96/Lvllm

    Write or review Triton kernels for vLLM, with practical guidance for generated-code inspection, launch grids, indexing, specialization, tuning, and representative performance validation.

    464 GitHub starsUsed in 1 repo~831 tokens
    AI & LLM EngineeringAuto-check passed
  • Nemotron Nano3

    NVIDIA-NeMo/Nemotron

    Reference desk for Nemotron 3 Nano / Llama-Nemotron Nano 3 — architecture, training data, recipes, evaluation, quantization, deployment.

    2.1k GitHub stars~1.9k tokensUpdated 2 days ago
    AI & LLM EngineeringAuto-check passed
  • bitsandbytes Model Quantization

    Orchestra-Research/AI-Research-SKILLs

    Loads large language models in 8-bit or 4-bit with bitsandbytes so they fit smaller GPUs, and sets up QLoRA fine-tuning on a 4-bit base model.

    13k GitHub starsUsed in 3 repos~2.5k tokens
    AI & LLM EngineeringAuto-check passed
  • Official

    Entry point for hosting a model on Amazon SageMaker: asks a few questions, picks a deployment pathway and hands off to the specialist skills.

    11k GitHub starsUsed in 1 repo~2.1k tokens
    AI & LLM EngineeringAuto-check passed

More from jaccen/Awesome-Gaussian-Skills

All 13 skills in this repo
  • 3dgs Code Reviewer

    jaccen/Awesome-Gaussian-Skills

    Review 3DGS implementation code for correctness, performance bugs, and best practices.

    161 GitHub stars~2.9k tokensUpdated today
    Auto-check passed
  • Patent Software Ip

    jaccen/Awesome-Gaussian-Skills

    Generate CN patent docs (claims, specification, abstract) and software copyright materials from AI/big-data project code or docs.

    161 GitHub stars~4.3k tokensUpdated today
    Auto-check passed
  • 3dgs Articulated Reasoner

    jaccen/Awesome-Gaussian-Skills

    3DGS Articulated Object Reasoning & Digital Twin Agent. An agent skill from jaccen/Awesome-Gaussian-Skills.

    161 GitHub stars~2.5k tokensUpdated today
    Auto-check passed
  • 3dgs MCP Renderer

    jaccen/Awesome-Gaussian-Skills

    MCP protocol integration with 3DGS rendering pipeline: Agent-controlled Three.js/WebGPU rendering, voice-driven scene reconstruction, real-time parameter manipulation, light tracing backend.

    161 GitHub stars~6.9k tokensUpdated today
    Auto-check passed
  • 3dgs Paper Reader

    jaccen/Awesome-Gaussian-Skills

    Read and summarize 3DGS research papers. An agent skill from jaccen/Awesome-Gaussian-Skills.

    161 GitHub stars~2.7k tokensUpdated today
    Auto-check passed
  • 3dgs Spatial Agent

    jaccen/Awesome-Gaussian-Skills

    3DGS/CAD/Mesh domain-specific spatial intelligence agent: scene-level reasoning, CAD-in-the-loop parametric extraction, multi-modal 3D interaction, geometry-opacity decoupling, reflective material…

    161 GitHub stars~4.5k tokensUpdated today
    Auto-check: notes

Questions about 3dgs Compression Deploy

What does 3dgs Compression Deploy do?

3DGS compression-to-deployment pipeline: quantization (scalar/VQ/mixed-precision), pruning (coreset/adaptive/variational/merge/Bayesian), progressive streaming & LoD, Web/WebGPU/mobile deployment…. 3dgs Compression Deploy is an agent skill from jaccen/Awesome-Gaussian-Skills. 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.

When should I use 3dgs Compression Deploy?

3dgs Compression Deploy fits situations like: : compressing 3DGS models; deploying 3DGS to web/mobile/edge; selecting quantization bit-width; designing streaming pipelines.

How do I install 3dgs Compression Deploy in Claude Code?

Run `npx skills add jaccen/Awesome-Gaussian-Skills --skill 3dgs-compression-deploy -a claude-code`. Or copy the skill folder (skills/3dgs-compression-deploy in jaccen/Awesome-Gaussian-Skills) into .claude/skills/3dgs-compression-deploy in your project. Claude Code loads it when a task matches its description.

How do I install 3dgs Compression Deploy in Codex?

Run `npx skills add jaccen/Awesome-Gaussian-Skills --skill 3dgs-compression-deploy -a codex`. Or copy the skill folder (skills/3dgs-compression-deploy in jaccen/Awesome-Gaussian-Skills) into .agents/skills/3dgs-compression-deploy in your project. Codex loads it when a task matches its description.

Can I use 3dgs Compression Deploy in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jaccen/Awesome-Gaussian-Skills --skill 3dgs-compression-deploy -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3dgs-compression-deploy, .gemini/skills/3dgs-compression-deploy, .github/skills/3dgs-compression-deploy and .opencode/skills/3dgs-compression-deploy in your project.

What does 3dgs Compression Deploy need to run?

SKILL.md names no scripts, command-line tools or credentials: 3dgs Compression Deploy is instructions for the agent only.

Does 3dgs Compression Deploy access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is 3dgs Compression Deploy safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does 3dgs Compression Deploy use?

3dgs Compression Deploy is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does 3dgs Compression Deploy use?

About 5.5k tokens (SKILL.md is roughly 22k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.7k tokens, read only when the agent opens those files.

What are the alternatives to 3dgs Compression Deploy?

Skills that share tags, products or a category with 3dgs Compression Deploy: SageMaker Serving Image Selection (huggingface/skills, 11k stars), Hugging Face Local Model Evals (huggingface/skills, 11k stars), Triton Kernel Writing (guqiong96/Lvllm, 464 stars) and Nemotron Nano3 (NVIDIA-NeMo/Nemotron, 2.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains 3dgs Compression Deploy?

jaccen (a GitHub user) maintains it in jaccen/Awesome-Gaussian-Skills, which has 161 GitHub stars. The repository holds 13 skills in this directory. The repository was last updated on October 8, 2026.

Source: jaccen/Awesome-Gaussian-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.