  3D Gaussian splatting provides excellent visual quality for novel view
synthesis, with fast training and real-time rendering; unfortunately, the
memory requirements of this method for storing and transmission are
unreasonably high. We first analyze the reasons for this, identifying three
main areas where storage can be reduced: the number of 3D Gaussian primitives
used to represent a scene, the number of coefficients for the spherical
harmonics used to represent directional radiance, and the precision required to
store Gaussian primitive attributes. We present a solution to each of these
issues. First, we propose an efficient, resolution-aware primitive pruning
approach, reducing the primitive count by half. Second, we introduce an
adaptive adjustment method to choose the number of coefficients used to
represent directional radiance for each Gaussian primitive, and finally a
codebook-based quantization method, together with a half-float representation
for further memory reduction. Taken together, these three components result in
a 27 reduction in overall size on disk on the standard datasets we tested,
along with a 1.7 speedup in rendering speed. We demonstrate our method on
standard datasets and show how our solution results in significantly reduced
download times when using the method on a mobile device.
