# Virtual Memory for 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2506.19415 · HTML: https://mlsanity.com/paper/2506.19415/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 23 of its 42 references that are in the map.
- First posted on arXiv 24 Jun 2025.

## Builds on (most cited first, 23 of 23)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Nerfstudio: A Modular Framework for Neural Radiance Field Development](https://mlsanity.com/paper/2302.04264/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes](https://mlsanity.com/paper/2404.10772/) (2024)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [Compact 3D Scene Representation via Self-Organizing Gaussian Grids](https://mlsanity.com/paper/2312.13299/) (2023)
- [Multi-Scale 3D Gaussian Splatting for Anti-Aliased Rendering](https://mlsanity.com/paper/2311.17089/) (2023)
- [NeuSG: Neural Implicit Surface Reconstruction with 3D Gaussian Splatting Guidance](https://mlsanity.com/paper/2312.00846/) (2023)
- [Reducing the Memory Footprint of 3D Gaussian Splatting](https://mlsanity.com/paper/2406.17074/) (2024)
- [Capturing, Reconstructing, and Simulating: the UrbanScene3D Dataset](https://mlsanity.com/paper/2107.04286/) (2021)
- [GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting](https://mlsanity.com/paper/2402.01459/) (2024)
- [GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning](https://mlsanity.com/paper/2312.11461/) (2023)
- [On Scaling Up 3D Gaussian Splatting Training](https://mlsanity.com/paper/2406.18533/) (2024)
- [On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images](https://mlsanity.com/paper/2506.05558/) (2025)
- [Mesh-based Gaussian Splatting for Real-time Large-scale Deformation](https://mlsanity.com/paper/2402.04796/) (2024)
- [3DGS-ReLoc: 3D Gaussian Splatting for Map Representation and Visual ReLocalization](https://mlsanity.com/paper/2403.11367/) (2024)

## Built on by (most cited first, 1 of 1)

- [TideGS: Scalable Training of Over One Billion 3D Gaussian Splatting Primitives via Out-of-Core Optimization](https://mlsanity.com/paper/2605.20150/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting represents a breakthrough in the field of novel view synthesis. It establishes Gaussians as core rendering primitives for highly accurate real-world environment reconstruction. Recent advances have drastically increased the size of scenes that can be created. In this work, we present a method for rendering large and complex 3D Gaussian Splatting scenes using virtual memory. By leveraging well-established virtual memory and virtual texturing techniques, our approach efficiently identifies visible Gaussians and dynamically streams them to the GPU just in time for real-time rendering. Selecting only the necessary Gaussians for both storage and rendering results in reduced memory usage and effectively accelerates rendering, especially for highly complex scenes. Furthermore, we demonstrate how level of detail can be integrated into our proposed method to further enhance rendering speed for large-scale scenes. With an optimized implementation, we highlight key practical considerations and thoroughly evaluate the proposed technique and its impact on desktop and mobile devices.
