Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting Acceleration
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Abstract (arXiv)
3D Gaussian Splatting (3DGS) rendering in real-time on resource-constrained devices is essential for delivering immersive augmented and virtual reality (AR/VR) experiences. However, existing solutions struggle to achieve high frame rates, especially for high-resolution rendering. Our analysis identifies the sorting stage in the 3DGS rendering pipeline as the major bottleneck due to its high memory bandwidth demand. This paper presents Neo, which introduces a reuse-and-update sorting algorithm that exploits temporal redundancy in Gaussian ordering across consecutive frames, and devises a hardware accelerator optimized for this algorithm. By efficiently tracking and updating Gaussian depth ordering instead of re-sorting from scratch, Neo significantly reduces redundant computations and memory bandwidth pressure. Experimental results show that Neo achieves up to 10.0x and 5.6x higher throughput than state-of-the-art edge GPU and ASIC solution, respectively, while reducing DRAM traffic by 94.5% and 81.3%. These improvements make high-quality and low-latency on-device 3D rendering more practical.
Key facts. Cited by 5 papers in the map (data through 7 Oct 2026). Builds on 37 of its 100 references that are in the map. First posted on arXiv 17 Nov 2025.
Builds on
37 of 100 references.
References · 37
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25 more
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Built on by
Citing papers per year: 2026: 5.
5 papers.
- 2026DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganizationcited by 1
- 2026TemporalGS: Training-Free Plug-and-Play Acceleration for 3D Gaussian Splatting Rendering via Temporal Priorscited by 0
- 2026Rendering 3D Gaussians on a Graph Processorcited by 0
- 2026From Splats to Silicon: Rethinking Computational Efficiency of 3DGScited by 0
- 2026Understanding and Exploiting Diagonal Attention Sparsity in Autoregressive Image Generationcited by 0
- 2026Understanding and Exploiting Diagonal Attention Sparsity in Autoregressive Image Generation17 Sep 2026
- 2026From Splats to Silicon: Rethinking Computational Efficiency of 3DGS5 Sep 2026
- 2026DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganization3 Aug 2026
- 2026Rendering 3D Gaussians on a Graph Processor17 Jul 2026
- 2026TemporalGS: Training-Free Plug-and-Play Acceleration for 3D Gaussian Splatting Rendering via Temporal Priors3 Jul 2026