Mobile-GS: Real-time Gaussian Splatting for Mobile Devices
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Abstract (arXiv)
3D Gaussian Splatting (3DGS) has emerged as a powerful representation for high-quality rendering across a wide range of applications.However, its high computational demands and large storage costs pose significant challenges for deployment on mobile devices. In this work, we propose a mobile-tailored real-time Gaussian Splatting method, dubbed Mobile-GS, enabling efficient inference of Gaussian Splatting on edge devices. Specifically, we first identify alpha blending as the primary computational bottleneck, since it relies on the time-consuming Gaussian depth sorting process. To solve this issue, we propose a depth-aware order-independent rendering scheme that eliminates the need for sorting, thereby substantially accelerating rendering. Although this order-independent rendering improves rendering speed, it may introduce transparency artifacts in regions with overlapping geometry due to the scarcity of rendering order. To address this problem, we propose a neural view-dependent enhancement strategy, enabling more accurate modeling of view-dependent effects conditioned on viewing direction, 3D Gaussian geometry, and appearance attributes. In this way, Mobile-GS can achieve both high-quality and real-time rendering. Furthermore, to facilitate deployment on memory-constrained mobile platforms, we also introduce first-order spherical harmonics distillation, a neural vector quantization technique, and a contribution-based pruning strategy to reduce the number of Gaussian primitives and compress the 3D Gaussian representation with the assistance of neural networks. Extensive experiments demonstrate that our proposed Mobile-GS achieves real-time rendering and compact model size while preserving high visual quality, making it well-suited for mobile applications.
Key facts. Cited by 10 papers in the map (data through 7 Oct 2026). Builds on 40 of its 51 references that are in the map. First posted on arXiv 12 Mar 2026.
Builds on
40 of 51 references.
References · 40
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
- 2021Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fieldscited by 1,957
- 2020Neural Sparse Voxel Fieldscited by 959
- 2023Scaffold-GS: Structured 3D Gaussians for View-Adaptive Renderingcited by 684
- 2023Nerfstudio: A Modular Framework for Neural Radiance Field Developmentcited by 596
- 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 420
- 2018DeepVoxels: Learning Persistent 3D Feature Embeddingscited by 401
- 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 365
- 2023Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesiscited by 232
- 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 208
- 2024HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compressioncited by 202
28 more
- 2023TextMesh: Generation of Realistic 3D Meshes From Text Promptscited by 135
- 2024Reducing the Memory Footprint of 3D Gaussian Splattingcited by 129
- 2024StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Renderingcited by 107
- 2024ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Modelcited by 98
- 2024Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitivescited by 90
- 2024FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Renderingcited by 85
- 2024CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splattingcited by 80
- 2024MesonGS: Post-training Compression of 3D Gaussians via Efficient Attribute Transformationcited by 54
- 2025HAC++: Towards 100X Compression of 3D Gaussian Splattingcited by 52
- 2024Fast Feedforward 3D Gaussian Splatting Compressioncited by 49
- 2024MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Maskscited by 39
- 2023NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illuminationcited by 38
- 20243DRealCar: An In-the-wild RGB-D Car Dataset with 360-degree Viewscited by 37
- 2024AdR-Gaussian: Accelerating Gaussian Splatting with Adaptive Radiuscited by 34
- 2024Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparencycited by 33
- 2024Sort-free Gaussian Splatting via Weighted Sum Renderingcited by 27
- 2024GaussianSpa: An "Optimizing-Sparsifying" Simplification Framework for Compact and High-Quality 3D Gaussian Splattingcited by 26
- 2024MetaSapiens: Real-Time Neural Rendering with Efficiency-Aware Pruning and Accelerated Foveated Renderingcited by 25
- 2025LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Renderingcited by 25
- 2025Locality-aware Gaussian Compression for Fast and High-quality Renderingcited by 24
- 2024MVGS: Multi-view Regulated Gaussian Splatting for Novel View Synthesiscited by 19
- 2025StochasticSplats: Stochastic Rasterization for Sorting-Free 3D Gaussian Splattingcited by 17
- 2025Optimized Minimal 3D Gaussian Splattingcited by 16
- 2024DreamCar: Leveraging Car-specific Prior for in-the-wild 3D Car Reconstructioncited by 15
- 2025When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Renderingcited by 14
- 2025Hardware-Rasterized Ray-Based Gaussian Splattingcited by 10
- 2020MeshMVS: Multi-View Stereo Guided Mesh Reconstructioncited by 8
- 2025HiNeuS: High-fidelity Neural Surface Mitigating Low-texture and Reflective Ambiguitycited by 3
Built on by
Citing papers per year: 2026: 10.
10 papers.
- 2026NanoGS: Training-Free Gaussian Splat Simplificationcited by 2
- 2026Local-GS: Accelerating 3D Gaussian Splatting via Tile-Local Warp Coherencecited by 1
- 2026SSMNBench: Diagnosing Image-based Cross-View Human-Object Understanding via Single-View Sufficiency and Multi-View Necessitycited by 1
- 2026Monte Carlo Energy Aggregation for Mobile 3D Gaussian Splattingcited by 1
- 2026SPARE-GS: Structural Parsimony and Resource Efficiency for 3D Gaussian Splattingcited by 1
- 2026GETA-3DGS: Automatic Joint Structured Pruning and Quantization for 3D Gaussian Splattingcited by 0
- 2026RoofGS: Roofline-Guided End-to-End Acceleration of 3D Gaussian Splattingcited by 0
- 2026From Splats to Silicon: Rethinking Computational Efficiency of 3DGScited by 0
- 2026Ultra-fast Neural Inference for Stochastic Gaussian Splatting Denoisingcited by 0
- 2026Gaussian Stippling: Efficient Sorting-Free 3D Gaussian Rendering through Hybrid Sampling and Spatiotemporal Reconstructioncited by 0
- 2026Gaussian Stippling: Efficient Sorting-Free 3D Gaussian Rendering through Hybrid Sampling and Spatiotemporal Reconstruction29 Sep 2026
- 2026Ultra-fast Neural Inference for Stochastic Gaussian Splatting Denoising22 Sep 2026
- 2026From Splats to Silicon: Rethinking Computational Efficiency of 3DGS5 Sep 2026
- 2026RoofGS: Roofline-Guided End-to-End Acceleration of 3D Gaussian Splatting16 Aug 2026
- 2026SPARE-GS: Structural Parsimony and Resource Efficiency for 3D Gaussian Splatting18 Jul 2026
- 2026Monte Carlo Energy Aggregation for Mobile 3D Gaussian Splatting29 Jun 2026
- 2026SSMNBench: Diagnosing Image-based Cross-View Human-Object Understanding via Single-View Sufficiency and Multi-View Necessity24 Jun 2026
- 2026Local-GS: Accelerating 3D Gaussian Splatting via Tile-Local Warp Coherence15 Jun 2026
- 2026GETA-3DGS: Automatic Joint Structured Pruning and Quantization for 3D Gaussian Splatting3 May 2026
- 2026NanoGS: Training-Free Gaussian Splat Simplification17 Mar 2026