# FastGS: Training 3D Gaussian Splatting in 100 Seconds

arXiv: https://arxiv.org/abs/2511.04283 · HTML: https://mlsanity.com/paper/2511.04283/

## Key facts

- Cited by 43 papers in the map (data through 14 Oct 2026).
- Builds on 37 of its 48 references that are in the map.
- First posted on arXiv 6 Nov 2025.

## Builds on (most cited first, 30 of 37)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [The Replica Dataset: A Digital Replica of Indoor Spaces](https://mlsanity.com/paper/1906.05797/) (2019)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [Depth-supervised NeRF: Fewer Views and Faster Training for Free](https://mlsanity.com/paper/2107.02791/) (2021)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction](https://mlsanity.com/paper/2406.06521/) (2024)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Rendering](https://mlsanity.com/paper/2112.05504/) (2021)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [MARS: An Instance-aware, Modular and Realistic Simulator for Autonomous Driving](https://mlsanity.com/paper/2307.15058/) (2023)
- [Photo-SLAM: Real-time Simultaneous Localization and Photorealistic Mapping for Monocular, Stereo, and RGB-D Cameras](https://mlsanity.com/paper/2311.16728/) (2023)
- [Reducing the Memory Footprint of 3D Gaussian Splatting](https://mlsanity.com/paper/2406.17074/) (2024)
- [Revising Densification in Gaussian Splatting](https://mlsanity.com/paper/2404.06109/) (2024)
- [Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting](https://mlsanity.com/paper/2403.15530/) (2024)
- [NeRF-DS: Neural Radiance Fields for Dynamic Specular Objects](https://mlsanity.com/paper/2303.14435/) (2023)
- [StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering](https://mlsanity.com/paper/2402.00525/) (2024)
- [PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting](https://mlsanity.com/paper/2406.10219/) (2024)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering](https://mlsanity.com/paper/2408.07967/) (2024)
- [VR-NeRF: High-Fidelity Virtualized Walkable Spaces](https://mlsanity.com/paper/2311.02542/) (2023)
- [DropGaussian: Structural Regularization for Sparse-view Gaussian Splatting](https://mlsanity.com/paper/2504.00773/) (2025)
- [Trimming the Fat: Efficient Compression of 3D Gaussian Splats through Pruning](https://mlsanity.com/paper/2406.18214/) (2024)

## Built on by (most cited first, 30 of 43)

- [Off The Grid: Detection of Primitives for Feed-Forward 3D Gaussian Splatting](https://mlsanity.com/paper/2512.15508/) (2025)
- [Speeding Up the Learning of 3D Gaussians with Much Shorter Gaussian Lists](https://mlsanity.com/paper/2603.09277/) (2026)
- [Generative 3D Gaussians with Learned Density Control](https://mlsanity.com/paper/2605.16355/) (2026)
- [From Pixels to Primitives: Scene Change Detection in 3D Gaussian Splatting](https://mlsanity.com/paper/2605.07203/) (2026)
- [123D: Unifying Multi-Modal Autonomous Driving Data at Scale](https://mlsanity.com/paper/2605.08084/) (2026)
- [PocketGS: On-Device Training of 3D Gaussian Splatting for High Perceptual Modeling](https://mlsanity.com/paper/2601.17354/) (2026)
- [Beyond Heuristics: Learnable Density Control for 3D Gaussian Splatting](https://mlsanity.com/paper/2605.00408/) (2026)
- [BlitzGS: City-Scale Gaussian Splatting at Lightning Speed](https://mlsanity.com/paper/2605.13794/) (2026)
- [TideGS: Scalable Training of Over One Billion 3D Gaussian Splatting Primitives via Out-of-Core Optimization](https://mlsanity.com/paper/2605.20150/) (2026)
- [Monte Carlo Energy Aggregation for Mobile 3D Gaussian Splatting](https://mlsanity.com/paper/2606.30017/) (2026)
- [3D Gaussian Splatting with Self-Constrained Priors for High Fidelity Surface Reconstruction](https://mlsanity.com/paper/2603.19682/) (2026)
- [VkSplat: High-Performance 3DGS Training in Vulkan Compute](https://mlsanity.com/paper/2605.00219/) (2026)
- [Learn2Splat: Extending the Horizon of Learned 3DGS Optimization](https://mlsanity.com/paper/2605.15760/) (2026)
- [MMGS: 10× Compressed 3DGS through Optimal Transport Aggregation based on Multi-view Ranking](https://mlsanity.com/paper/2605.19304/) (2026)
- [VG2GT: Voxel-Gaussian Splatting Visual Geometry Grounded Transformer](https://mlsanity.com/paper/2606.01573/) (2026)
- [Local-GS: Accelerating 3D Gaussian Splatting via Tile-Local Warp Coherence](https://mlsanity.com/paper/2606.16566/) (2026)
- [Fast Converging 3D Gaussian Splatting for 1-Minute Reconstruction](https://mlsanity.com/paper/2601.19489/) (2026)
- [SkipGS: Post-Densification Backward Skipping for Efficient 3DGS Training](https://mlsanity.com/paper/2603.08997/) (2026)
- [Faster 3D Gaussian Splatting Convergence via Structure-Aware Densification](https://mlsanity.com/paper/2604.28016/) (2026)
- [AdpSplit: Error-Driven Adaptive Splitting for Faster Geometry Discovery in 3D Gaussian Splatting](https://mlsanity.com/paper/2605.06876/) (2026)
- [LEGS: Laplacian-Enhanced Gaussian Splatting with a Nonlinear Weighted Loss](https://mlsanity.com/paper/2606.07932/) (2026)
- [Seeing What Matters: Perceptual Wrapper with Common Randomness for 3D Gaussian Splatting](https://mlsanity.com/paper/2606.11782/) (2026)
- [TurboGS: Accelerating 3D Gaussian Splatting via Error-Guided Sparse Pixel Sampling and Optimization](https://mlsanity.com/paper/2606.15924/) (2026)
- [UniTriSplat: A Unified 3D Gaussian Splatting Framework with Uniform Spherical Rasterization for Universal Cameras](https://mlsanity.com/paper/2606.29794/) (2026)
- [Robust and Efficient Monocular 3D Gaussian SLAM for Kilometer-Scale Outdoor Scenes](https://mlsanity.com/paper/2606.30436/) (2026)
- [Dynamic Inverse Rendering for Enhanced Material-Lighting Decomposition](https://mlsanity.com/paper/2607.09329/) (2026)
- [SalientGS: Unified SfM-to-3DGS with Importance-Guided MCMC Gaussian Allocation](https://mlsanity.com/paper/2607.11285/) (2026)
- [Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting](https://mlsanity.com/paper/2607.13808/) (2026)
- [Stipple: Real-Time Incremental Gaussian Splatting with Visual-Inertial Tracking](https://mlsanity.com/paper/2608.00931/) (2026)
- [StreamSplat: Streaming Feed-Forward 3D Gaussian Splatting](https://mlsanity.com/paper/2608.01659/) (2026)

## Abstract (arXiv)

The dominant 3D Gaussian splatting (3DGS) acceleration methods fail to properly regulate the number of Gaussians during training, causing redundant computational time overhead. In this paper, we propose FastGS, a novel, simple, and general acceleration framework that fully considers the importance of each Gaussian based on multi-view consistency, efficiently solving the trade-off between training time and rendering quality. We innovatively design a densification and pruning strategy based on multi-view consistency, dispensing with the budgeting mechanism. Extensive experiments on Mip-NeRF 360, Tanks & Temples, and Deep Blending datasets demonstrate that our method significantly outperforms the state-of-the-art methods in training speed, achieving a 3.32× training acceleration and comparable rendering quality compared with DashGaussian on the Mip-NeRF 360 dataset and a 15.45× acceleration compared with vanilla 3DGS on the Deep Blending dataset. We demonstrate that FastGS exhibits strong generality, delivering 2-7× training acceleration across various tasks, including dynamic scene reconstruction, surface reconstruction, sparse-view reconstruction, large-scale reconstruction, and simultaneous localization and mapping. The project page is available at https://fastgs.github.io/
