# FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering

arXiv: https://arxiv.org/abs/2408.07967 · HTML: https://mlsanity.com/paper/2408.07967/

## Key facts

- Cited by 88 papers in the map (data through 14 Oct 2026).
- Builds on 42 of its 64 references that are in the map.
- First posted on arXiv 15 Aug 2024.

## Builds on (most cited first, 30 of 42)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Depth-supervised NeRF: Fewer Views and Faster Training for Free](https://mlsanity.com/paper/2107.02791/) (2021)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM](https://mlsanity.com/paper/2312.02126/) (2023)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes](https://mlsanity.com/paper/2312.07920/) (2023)
- [DNGaussian: Optimizing Sparse-View 3D Gaussian Radiance Fields with Global-Local Depth Normalization](https://mlsanity.com/paper/2403.06912/) (2024)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2403.14530/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [NerfingMVS: Guided Optimization of Neural Radiance Fields for Indoor Multi-view Stereo](https://mlsanity.com/paper/2109.01129/) (2021)
- [MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyond](https://mlsanity.com/paper/2309.16553/) (2023)
- [VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality](https://mlsanity.com/paper/2401.16663/) (2024)
- [Fourier PlenOctrees for Dynamic Radiance Field Rendering in Real-time](https://mlsanity.com/paper/2202.08614/) (2022)
- [3DGStream: On-the-Fly Training of 3D Gaussians for Efficient Streaming of Photo-Realistic Free-Viewpoint Videos](https://mlsanity.com/paper/2403.01444/) (2024)
- [3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes](https://mlsanity.com/paper/2407.07090/) (2024)
- [Multi-Scale 3D Gaussian Splatting for Anti-Aliased Rendering](https://mlsanity.com/paper/2311.17089/) (2023)

## Built on by (most cited first, 30 of 88)

- [AnySplat: Feed-forward 3D Gaussian Splatting from Unconstrained Views](https://mlsanity.com/paper/2505.23716/) (2025)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenes](https://mlsanity.com/paper/2411.00771/) (2024)
- [3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt](https://mlsanity.com/paper/2409.12892/) (2024)
- [FastGS: Training 3D Gaussian Splatting in 100 Seconds](https://mlsanity.com/paper/2511.04283/) (2025)
- [DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds](https://mlsanity.com/paper/2503.18402/) (2025)
- [Momentum-GS: Momentum Gaussian Self-Distillation for High-Quality Large Scene Reconstruction](https://mlsanity.com/paper/2412.04887/) (2024)
- [4DGC: Rate-Aware 4D Gaussian Compression for Efficient Streamable Free-Viewpoint Video](https://mlsanity.com/paper/2503.18421/) (2025)
- [LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering](https://mlsanity.com/paper/2505.23158/) (2025)
- [Fisheye-GS: Lightweight and Extensible Gaussian Splatting Module for Fisheye Cameras](https://mlsanity.com/paper/2409.04751/) (2024)
- [3DGS2: Near Second-order Converging 3D Gaussian Splatting](https://mlsanity.com/paper/2501.13975/) (2025)
- [Faster-GS: Analyzing and Improving Gaussian Splatting Optimization](https://mlsanity.com/paper/2602.09999/) (2026)
- [6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering](https://mlsanity.com/paper/2410.04974/) (2024)
- [When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering](https://mlsanity.com/paper/2504.17545/) (2025)
- [3DGS-DET: Empower 3D Gaussian Splatting with Boundary Guidance and Box-Focused Sampling for Indoor 3D Object Detection](https://mlsanity.com/paper/2410.01647/) (2024)
- [Mobile-GS: Real-time Gaussian Splatting for Mobile Devices](https://mlsanity.com/paper/2603.11531/) (2026)
- [Balanced 3DGS: Gaussian-wise Parallelism Rendering with Fine-Grained Tiling](https://mlsanity.com/paper/2412.17378/) (2024)
- [TC-GS: A Faster Gaussian Splatting Module Utilizing Tensor Cores](https://mlsanity.com/paper/2505.24796/) (2025)
- [QuickSplat: Fast 3D Surface Reconstruction via Learned Gaussian Initialization](https://mlsanity.com/paper/2505.05591/) (2025)
- [Hardware-Rasterized Ray-Based Gaussian Splatting](https://mlsanity.com/paper/2503.18682/) (2025)
- [Turbo-GS: Accelerating 3D Gaussian Fitting for High-Quality Radiance Fields](https://mlsanity.com/paper/2412.13547/) (2024)
- [Sparfels: Fast Reconstruction from Sparse Unposed Imagery](https://mlsanity.com/paper/2505.02178/) (2025)
- [CaRtGS: Computational Alignment for Real-Time Gaussian Splatting SLAM](https://mlsanity.com/paper/2410.00486/) (2024)
- [GS-Cache: A GS-Cache Inference Framework for Large-scale Gaussian Splatting Models](https://mlsanity.com/paper/2502.14938/) (2025)
- [MEGS2: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning](https://mlsanity.com/paper/2509.07021/) (2025)
- [CityGo: Lightweight Urban Modeling and Rendering with Proxy Buildings and Residual Gaussians](https://mlsanity.com/paper/2505.21041/) (2025)
- [Duplex-GS: Proxy-Guided Weighted Blending for Real-Time Order-Independent Gaussian Splatting](https://mlsanity.com/paper/2508.03180/) (2025)
- [GS-Scale: Unlocking Large-Scale 3D Gaussian Splatting Training via Host Offloading](https://mlsanity.com/paper/2509.15645/) (2025)
- [Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian Splatting](https://mlsanity.com/paper/2509.24421/) (2025)
- [From Orbit to Ground: Generative City Photogrammetry from Extreme Off-Nadir Satellite Images](https://mlsanity.com/paper/2512.07527/) (2025)

## Abstract (arXiv)

This work introduces FlashGS, an open-source CUDA Python library, designed to facilitate the efficient differentiable rasterization of 3D Gaussian Splatting through algorithmic and kernel-level optimizations. FlashGS is developed based on the observations from a comprehensive analysis of the rendering process to enhance computational efficiency and bring the technique to wide adoption. The paper includes a suite of optimization strategies, encompassing redundancy elimination, efficient pipelining, refined control and scheduling mechanisms, and memory access optimizations, all of which are meticulously integrated to amplify the performance of the rasterization process. An extensive evaluation of FlashGS' performance has been conducted across a diverse spectrum of synthetic and real-world large-scale scenes, encompassing a variety of image resolutions. The empirical findings demonstrate that FlashGS consistently achieves an average 4x acceleration over mobile consumer GPUs, coupled with reduced memory consumption. These results underscore the superior performance and resource optimization capabilities of FlashGS, positioning it as a formidable tool in the domain of 3D rendering.
