PocketGS: On-Device Training of 3D Gaussian Splatting for High Perceptual Modeling
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Abstract (arXiv)
While 3D Gaussian Splatting (3DGS) enables real-time rendering, its training demands workstation-level compute and memory, making mobile deployment impractical under minute-scale time budgets and limited peak memory. We present PocketGS, a mobile scene modeling paradigm that enables on-device 3DGS training under these tightly coupled constraints while preserving high-fidelity reconstruction. PocketGS resolves the fundamental tension between training efficiency, memory compactness, and modeling quality through three co-designed operators: G builds geometry-faithful point-cloud priors; I injects local surface statistics to seed anisotropic Gaussians, thereby reducing early conditioning gaps; and T unrolls alpha compositing with cached intermediates and index-mapped gradient scattering for stable mobile backpropagation. Extensive experiments demonstrate that PocketGS outperforms the powerful mainstream workstation 3DGS baseline under mobile budgets, delivering high-quality reconstructions and enabling a fully on-device, practical capture-to-rendering workflow.
Key facts. Cited by 2 papers in the map (data through 14 Oct 2026). Builds on 33 of its 60 references that are in the map. First posted on arXiv 24 Jan 2026.
Builds on
33 of 60 references.
References · 33
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
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21 more
- 2024PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstructioncited by 285
- 2023GS-SLAM: Dense Visual SLAM with 3D Gaussian Splattingcited by 278
- 2024Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenescited by 232
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- 2025DashGaussian: Optimizing 3D Gaussian Splatting in 200 Secondscited by 38
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- 2025Optimizing 3D Gaussian Splattering for Mobile GPUscited by 2
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Citing papers per year: 2026: 2.
2 papers.