# PocketGS: On-Device Training of 3D Gaussian Splatting for High Perceptual Modeling

arXiv: https://arxiv.org/abs/2601.17354 · HTML: https://mlsanity.com/paper/2601.17354/

## 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 (most cited first, 30 of 33)

- [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: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [ORB-SLAM2: an Open-Source SLAM System for Monocular, Stereo and RGB-D Cameras](https://mlsanity.com/paper/1610.06475/) (2016)
- [MVSNet: Depth Inference for Unstructured Multi-view Stereo](https://mlsanity.com/paper/1804.02505/) (2018)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [VINS-Mono: A Robust and Versatile Monocular Visual-Inertial State Estimator](https://mlsanity.com/paper/1708.03852/) (2017)
- [Advances in Neural Rendering](https://mlsanity.com/paper/2111.05849/) (2021)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction](https://mlsanity.com/paper/2406.06521/) (2024)
- [GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting](https://mlsanity.com/paper/2311.11700/) (2023)
- [Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes](https://mlsanity.com/paper/2404.10772/) (2024)
- [GS-IR: 3D Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2311.16473/) (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)
- [NeRF: Neural Radiance Field in 3D Vision: A Comprehensive Review (Updated Post-Gaussian Splatting)](https://mlsanity.com/paper/2210.00379/) (2022)
- [Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing](https://mlsanity.com/paper/2311.16043/) (2023)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt](https://mlsanity.com/paper/2409.12892/) (2024)
- [Dynamic 3D Gaussian Tracking for Graph-Based Neural Dynamics Modeling](https://mlsanity.com/paper/2410.18912/) (2024)
- [FastGS: Training 3D Gaussian Splatting in 100 Seconds](https://mlsanity.com/paper/2511.04283/) (2025)
- [DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds](https://mlsanity.com/paper/2503.18402/) (2025)
- [MetaSapiens: Real-Time Neural Rendering with Efficiency-Aware Pruning and Accelerated Foveated Rendering](https://mlsanity.com/paper/2407.00435/) (2024)
- [GaussGym: An open-source real-to-sim framework for learning locomotion from pixels](https://mlsanity.com/paper/2510.15352/) (2025)
- [3DGS2: Near Second-order Converging 3D Gaussian Splatting](https://mlsanity.com/paper/2501.13975/) (2025)
- [Re-ReND: Real-time Rendering of NeRFs across Devices](https://mlsanity.com/paper/2303.08717/) (2023)
- [Efficient Scene Modeling via Structure-Aware and Region-Prioritized 3D Gaussians](https://mlsanity.com/paper/2411.12788/) (2024)

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

- [NanoGS: Training-Free Gaussian Splat Simplification](https://mlsanity.com/paper/2603.16103/) (2026)
- [PocketSplat: Mobile Gaussian Reconstruction via World-Space Latent Allocatio](https://mlsanity.com/paper/2610.03192/) (2026)

## 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.
