mlsanityData to 7 Oct 2026

ImprovedGS+: A High-Performance C++/CUDA Re-Implementation Strategy for 3D Gaussian Splatting

arXiv 2603.08661 ↗First posted 9 Mar 2026cs.CVcited by 0

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Abstract (arXiv)

Recent advancements in 3D Gaussian Splatting (3DGS) have shifted the focus toward balancing reconstruction fidelity with computational efficiency. In this work, we propose ImprovedGS+, a high-performance, low-level reinvention of the ImprovedGS strategy, implemented natively within the LichtFeld-Studio framework. By transitioning from high-level Python logic to hardware-optimized C++/CUDA kernels, we achieve a significant reduction in host-device synchronization and training latency. Our implementation introduces a Long-Axis-Split (LAS) CUDA kernel, custom Laplacian-based importance kernels with Non-Maximum Suppression (NMS) for edge scores, and an adaptive Exponential Scale Scheduler. Experimental results on the Mip-NeRF360 dataset demonstrate that ImprovedGS+ establishes a new Pareto-optimal front for scene reconstruction. Our 1M-budget variant outperforms the state-of-the-art MCMC baseline by achieving a 26.8% reduction in training time (saving 17 minutes per session) and utilizing 13.3% fewer Gaussians while maintaining superior visual quality. Furthermore, our full variant demonstrates a 1.28 dB PSNR increase over the ADC baseline with a 38.4% reduction in parametric complexity. These results validate ImprovedGS+ as a scalable, high-speed solution that upholds the core pillars of Speed, Quality, and Usability within the LichtFeld-Studio ecosystem.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 4 of its 8 references that are in the map. First posted on arXiv 9 Mar 2026.

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References · 4

  1. 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
  2. 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
  3. 20243D Gaussian Splatting as Markov Chain Monte Carlocited by 210
  4. 2025Improving Densification in 3D Gaussian Splatting for High-Fidelity Renderingcited by 5

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