# Optimizing 3D Gaussian Splattering for Mobile GPUs

arXiv: https://arxiv.org/abs/2511.16298 · HTML: https://mlsanity.com/paper/2511.16298/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 34 of its 72 references that are in the map.
- First posted on arXiv 20 Nov 2025.

## Builds on (most cited first, 30 of 34)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [MVSNet: Depth Inference for Unstructured Multi-view Stereo](https://mlsanity.com/paper/1804.02505/) (2018)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Feature 3DGS: Supercharging 3D Gaussian Splatting to Enable Distilled Feature Fields](https://mlsanity.com/paper/2312.03203/) (2023)
- [DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes](https://mlsanity.com/paper/2312.07920/) (2023)
- [BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis](https://mlsanity.com/paper/2302.14859/) (2023)
- [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)
- [Learning a Multi-View Stereo Machine](https://mlsanity.com/paper/1708.05375/) (2017)
- [Compact 3D Scene Representation via Self-Organizing Gaussian Grids](https://mlsanity.com/paper/2312.13299/) (2023)
- [Vox-Fusion: Dense Tracking and Mapping with Voxel-based Neural Implicit Representation](https://mlsanity.com/paper/2210.15858/) (2022)
- [Point-Based Multi-View Stereo Network](https://mlsanity.com/paper/1908.04422/) (2019)
- [HUGS: Holistic Urban 3D Scene Understanding via Gaussian Splatting](https://mlsanity.com/paper/2403.12722/) (2024)
- [CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization](https://mlsanity.com/paper/2311.18159/) (2023)
- [Neural Rendering for Stereo 3D Reconstruction of Deformable Tissues in Robotic Surgery](https://mlsanity.com/paper/2206.15255/) (2022)
- [RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS](https://mlsanity.com/paper/2403.13806/) (2024)
- [PatDNN: Achieving Real-Time DNN Execution on Mobile Devices with Pattern-based Weight Pruning](https://mlsanity.com/paper/2001.00138/) (2020)
- [End-to-End Rate-Distortion Optimized 3D Gaussian Representation](https://mlsanity.com/paper/2406.01597/) (2024)
- [MNN: A Universal and Efficient Inference Engine](https://mlsanity.com/paper/2002.12418/) (2020)
- [DNNFusion: Accelerating Deep Neural Networks Execution with Advanced Operator Fusion](https://mlsanity.com/paper/2108.13342/) (2021)
- [Enable Deep Learning on Mobile Devices: Methods, Systems, and Applications](https://mlsanity.com/paper/2204.11786/) (2022)
- [Sort-free Gaussian Splatting via Weighted Sum Rendering](https://mlsanity.com/paper/2410.18931/) (2024)
- [GaussianSpa: An "Optimizing-Sparsifying" Simplification Framework for Compact and High-Quality 3D Gaussian Splatting](https://mlsanity.com/paper/2411.06019/) (2024)
- [MobiSR: Efficient On-Device Super-Resolution through Heterogeneous Mobile Processors](https://mlsanity.com/paper/1908.07985/) (2019)
- [EfficientGS: Streamlining Gaussian Splatting for Large-Scale High-Resolution Scene Representation](https://mlsanity.com/paper/2404.12777/) (2024)
- [DarkGS: Learning Neural Illumination and 3D Gaussians Relighting for Robotic Exploration in the Dark](https://mlsanity.com/paper/2403.10814/) (2024)

## Built on by (most cited first, 2 of 2)

- [PocketGS: On-Device Training of 3D Gaussian Splatting for High Perceptual Modeling](https://mlsanity.com/paper/2601.17354/) (2026)
- [Gaussian Splatting for Real-Time Scene Reconstruction: Methods, Systems, and Trade-offs](https://mlsanity.com/paper/2610.17513/) (2026)

## Abstract (arXiv)

Image-based 3D scene reconstruction, which transforms multi-view images into a structured 3D representation of the surrounding environment, is a common task across many modern applications. 3D Gaussian Splatting (3DGS) is a new paradigm to address this problem and offers considerable efficiency as compared to the previous methods. Motivated by this, and considering various benefits of mobile device deployment (data privacy, operating without internet connectivity, and potentially faster responses), this paper develops Texture3dgs, an optimized mapping of 3DGS for a mobile GPU. A critical challenge in this area turns out to be optimizing for the two-dimensional (2D) texture cache, which needs to be exploited for faster executions on mobile GPUs. As a sorting method dominates the computations in 3DGS on mobile platforms, the core of Texture3dgs is a novel sorting algorithm where the processing, data movement, and placement are highly optimized for 2D memory. The properties of this algorithm are analyzed in view of a cost model for the texture cache. In addition, we accelerate other steps of the 3DGS algorithm through improved variable layout design and other optimizations. End-to-end evaluation shows that Texture3dgs delivers up to 4.1× and 1.7× speedup for the sorting and overall 3D scene reconstruction, respectively -- while also reducing memory usage by up to 1.6× -- demonstrating the effectiveness of our design for efficient mobile 3D scene reconstruction.
