# SG-Splatting: Accelerating 3D Gaussian Splatting with Spherical Gaussians

arXiv: https://arxiv.org/abs/2501.00342 · HTML: https://mlsanity.com/paper/2501.00342/

## Key facts

- Cited by 8 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 31 Dec 2024.

## Built on by (most cited first, 8 of 8)

- [MEGS2: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning](https://mlsanity.com/paper/2509.07021/) (2025)
- [GSBF: Gaussian Splatting for Environment-Aware Beamforming](https://mlsanity.com/paper/2608.05896/) (2026)
- [GSta: Efficient Training Scheme with Siestaed Gaussians for Monocular 3D Scene Reconstruction](https://mlsanity.com/paper/2504.06716/) (2025)
- [Yesnt: Are Diffusion Relighting Models Ready for Capture Stage Compositing? A Hybrid Alternative to Bridge the Gap](https://mlsanity.com/paper/2510.23494/) (2025)
- [CTRL-GS: Cascaded Temporal Residue Learning for 4D Gaussian Splatting](https://mlsanity.com/paper/2505.18306/) (2025)
- [Pocket-SLAM: Rendering-Area-Aware Pruning for Memory-Efficient 3DGS-SLAM](https://mlsanity.com/paper/2606.24796/) (2026)
- [Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting](https://mlsanity.com/paper/2607.13808/) (2026)
- [NRF-GS: Neural Residual Fields for Expressive and Compact Gaussian Splatting](https://mlsanity.com/paper/2609.37115/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting is emerging as a state-of-the-art technique in novel view synthesis, recognized for its impressive balance between visual quality, speed, and rendering efficiency. However, reliance on third-degree spherical harmonics for color representation introduces significant storage demands and computational overhead, resulting in a large memory footprint and slower rendering speed. We introduce SG-Splatting with Spherical Gaussians based color representation, a novel approach to enhance rendering speed and quality in novel view synthesis. Our method first represents view-dependent color using Spherical Gaussians, instead of three degree spherical harmonics, which largely reduces the number of parameters used for color representation, and significantly accelerates the rendering process. We then develop an efficient strategy for organizing multiple Spherical Gaussians, optimizing their arrangement to achieve a balanced and accurate scene representation. To further improve rendering quality, we propose a mixed representation that combines Spherical Gaussians with low-degree spherical harmonics, capturing both high- and low-frequency color information effectively. SG-Splatting also has plug-and-play capability, allowing it to be easily integrated into existing systems. This approach improves computational efficiency and overall visual fidelity, making it a practical solution for real-time applications.
