# PRoGS: Progressive Rendering of Gaussian Splats

arXiv: https://arxiv.org/abs/2409.01761 · HTML: https://mlsanity.com/paper/2409.01761/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Builds on 13 of its 35 references that are in the map.
- First posted on arXiv 3 Sep 2024.

## Builds on (most cited first, 13 of 13)

- [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)
- [SAM 2: Segment Anything in Images and Videos](https://mlsanity.com/paper/2408.00714/) (2024)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Rendering](https://mlsanity.com/paper/2112.05504/) (2021)
- [Editing Conditional Radiance Fields](https://mlsanity.com/paper/2105.06466/) (2021)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [Reducing the Memory Footprint of 3D Gaussian Splatting](https://mlsanity.com/paper/2406.17074/) (2024)
- [NeRFMeshing: Distilling Neural Radiance Fields into Geometrically-Accurate 3D Meshes](https://mlsanity.com/paper/2303.09431/) (2023)
- [Streamable Neural Fields](https://mlsanity.com/paper/2207.09663/) (2022)
- [Neural Progressive Meshes](https://mlsanity.com/paper/2308.05741/) (2023)

## Built on by (most cited first, 12 of 12)

- [LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering](https://mlsanity.com/paper/2505.23158/) (2025)
- [PCGS: Progressive Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2503.08511/) (2025)
- [Faster-GS: Analyzing and Improving Gaussian Splatting Optimization](https://mlsanity.com/paper/2602.09999/) (2026)
- [GS-Scale: Unlocking Large-Scale 3D Gaussian Splatting Training via Host Offloading](https://mlsanity.com/paper/2509.15645/) (2025)
- [RAP: Fast Feedforward Rendering-Free Attribute-Guided Primitive Importance Score Prediction for Efficient 3D Gaussian Splatting Processing](https://mlsanity.com/paper/2602.19753/) (2026)
- [NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting](https://mlsanity.com/paper/2511.19202/) (2025)
- [GSta: Efficient Training Scheme with Siestaed Gaussians for Monocular 3D Scene Reconstruction](https://mlsanity.com/paper/2504.06716/) (2025)
- [P-GSVC: Layered Progressive 2D Gaussian Splatting for Scalable Image and Video](https://mlsanity.com/paper/2603.10551/) (2026)
- [SCAR-GS: Spatial Context Attention for Residuals in Progressive Gaussian Splatting](https://mlsanity.com/paper/2601.04348/) (2026)
- [Unfolding 3D Gaussian Splatting via Iterative Gaussian Synopsis](https://mlsanity.com/paper/2604.11685/) (2026)
- [PD-4DGS:Progressive Decomposition of 4D Gaussian Splatting for Bandwidth-Adaptive Dynamic Scene Streaming](https://mlsanity.com/paper/2605.11427/) (2026)
- [HiCo-GS: Hierarchical Context Aggregation and Geometric Consistency for Octree Gaussian Splatting](https://mlsanity.com/paper/2608.14136/) (2026)

## Abstract (arXiv)

Over the past year, 3D Gaussian Splatting (3DGS) has received significant attention for its ability to represent 3D scenes in a perceptually accurate manner. However, it can require a substantial amount of storage since each splat's individual data must be stored. While compression techniques offer a potential solution by reducing the memory footprint, they still necessitate retrieving the entire scene before any part of it can be rendered. In this work, we introduce a novel approach for progressively rendering such scenes, aiming to display visible content that closely approximates the final scene as early as possible without loading the entire scene into memory. This approach benefits both on-device rendering applications limited by memory constraints and streaming applications where minimal bandwidth usage is preferred. To achieve this, we approximate the contribution of each Gaussian to the final scene and construct an order of prioritization on their inclusion in the rendering process. Additionally, we demonstrate that our approach can be combined with existing compression methods to progressively render (and stream) 3DGS scenes, optimizing bandwidth usage by focusing on the most important splats within a scene. Overall, our work establishes a foundation for making remotely hosted 3DGS content more quickly accessible to end-users in over-the-top consumption scenarios, with our results showing significant improvements in quality across all metrics compared to existing methods.
