# SeeLe: A Unified Acceleration Framework for Real-Time Gaussian Splatting

arXiv: https://arxiv.org/abs/2503.05168 · HTML: https://mlsanity.com/paper/2503.05168/

## Key facts

- Cited by 9 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 7 Mar 2025.

## Built on by (most cited first, 9 of 9)

- [TC-GS: A Faster Gaussian Splatting Module Utilizing Tensor Cores](https://mlsanity.com/paper/2505.24796/) (2025)
- [Learning-based 3D Reconstruction in Autonomous Driving: A Comprehensive Survey](https://mlsanity.com/paper/2503.14537/) (2025)
- [Duplex-GS: Proxy-Guided Weighted Blending for Real-Time Order-Independent Gaussian Splatting](https://mlsanity.com/paper/2508.03180/) (2025)
- [STREAMINGGS: Voxel-Based Streaming 3D Gaussian Splatting with Memory Optimization and Architectural Support](https://mlsanity.com/paper/2506.09070/) (2025)
- [ExGS: Extreme 3D Gaussian Compression with Diffusion Priors](https://mlsanity.com/paper/2509.24758/) (2025)
- [Local-GS: Accelerating 3D Gaussian Splatting via Tile-Local Warp Coherence](https://mlsanity.com/paper/2606.16566/) (2026)
- [Exploration Matters for Escaping the Blur Trap in 3D Gaussian Splatting](https://mlsanity.com/paper/2607.17965/) (2026)
- [RoofGS: Roofline-Guided End-to-End Acceleration of 3D Gaussian Splatting](https://mlsanity.com/paper/2608.15785/) (2026)
- [From Splats to Silicon: Rethinking Computational Efficiency of 3DGS](https://mlsanity.com/paper/2609.06157/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) has become a crucial rendering technique for many real-time applications. However, the limited hardware resources on today's mobile platforms hinder these applications, as they struggle to achieve real-time performance. In this paper, we propose SeeLe, a general framework designed to accelerate the 3DGS pipeline for resource-constrained mobile devices. Specifically, we propose two GPU-oriented techniques: hybrid preprocessing and contribution-aware rasterization. Hybrid preprocessing alleviates the GPU compute and memory pressure by reducing the number of irrelevant Gaussians during rendering. The key is to combine our view-dependent scene representation with online filtering. Meanwhile, contribution-aware rasterization improves the GPU utilization at the rasterization stage by prioritizing Gaussians with high contributions while reducing computations for those with low contributions. Both techniques can be seamlessly integrated into existing 3DGS pipelines with minimal fine-tuning. Collectively, our framework achieves 2.6× speedup and 32.3% model reduction while achieving superior rendering quality compared to existing methods.
