# Gaussian Blending Unit: An Edge GPU Plug-in for Real-Time Gaussian-Based Rendering in AR/VR

arXiv: https://arxiv.org/abs/2503.23625 · HTML: https://mlsanity.com/paper/2503.23625/

## Key facts

- Cited by 8 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 30 Mar 2025.

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

- [GS-Scale: Unlocking Large-Scale 3D Gaussian Splatting Training via Host Offloading](https://mlsanity.com/paper/2509.15645/) (2025)
- [Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting Acceleration](https://mlsanity.com/paper/2511.12930/) (2025)
- [Geometry-Consistent 4D Gaussian Splatting for Sparse-Input Dynamic View Synthesis](https://mlsanity.com/paper/2511.23044/) (2025)
- [Efficient 3D Gaussian Splatting with Axis-Shared Rasterization and Order-independent Transmittance](https://mlsanity.com/paper/2506.07069/) (2025)
- [GRTX: Efficient Ray Tracing for 3D Gaussian-Based Rendering](https://mlsanity.com/paper/2601.20429/) (2026)
- [Splaxel: Efficient Distributed Training of 3D Gaussian Splatting for Large-scale Scene Reconstruction via Pixel-level Communication](https://mlsanity.com/paper/2606.18588/) (2026)
- [DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganization](https://mlsanity.com/paper/2608.02099/) (2026)
- [From Splats to Silicon: Rethinking Computational Efficiency of 3DGS](https://mlsanity.com/paper/2609.06157/) (2026)

## Abstract (arXiv)

The rapidly advancing field of Augmented and Virtual Reality (AR/VR) demands real-time, photorealistic rendering on resource-constrained platforms. 3D Gaussian Splatting, delivering state-of-the-art (SOTA) performance in rendering efficiency and quality, has emerged as a promising solution across a broad spectrum of AR/VR applications. However, despite its effectiveness on high-end GPUs, it struggles on edge systems like the Jetson Orin NX Edge GPU, achieving only 7-17 FPS -- well below the over 60 FPS standard required for truly immersive AR/VR experiences. Addressing this challenge, we perform a comprehensive analysis of Gaussian-based AR/VR applications and identify the Gaussian Blending Stage, which intensively calculates each Gaussian's contribution at every pixel, as the primary bottleneck. In response, we propose a Gaussian Blending Unit (GBU), an edge GPU plug-in module for real-time rendering in AR/VR applications. Notably, our GBU can be seamlessly integrated into conventional edge GPUs and collaboratively supports a wide range of AR/VR applications. Specifically, GBU incorporates an intra-row sequential shading (IRSS) dataflow that shades each row of pixels sequentially from left to right, utilizing a two-step coordinate transformation. When directly deployed on a GPU, the proposed dataflow achieved a non-trivial 1.72x speedup on real-world static scenes, though still falls short of real-time rendering performance. Recognizing the limited compute utilization in the GPU-based implementation, GBU enhances rendering speed with a dedicated rendering engine that balances the workload across rows by aggregating computations from multiple Gaussians. Experiments across representative AR/VR applications demonstrate that our GBU provides a unified solution for on-device real-time rendering while maintaining SOTA rendering quality.
