HiGS: A Hierarchical Rendering Architecture for Real-Time 3D Gaussian Splatting
Not on the map. Why?
Abstract (arXiv)
3D Gaussian Splatting (3DGS) has become the standard for real-time novel view synthesis on commodity GPUs. Its pipeline ties spatial partitioning and rasterization to one tile size, yet the two pull in opposite directions: partitioning, which bins and depth-sorts gaussians, grows cheaper with larger tiles, while rasterization gets cheaper with smaller ones. Prior acceleration work reduces the cost of individual stages but keeps both locked to that single scale, where a few dense tiles dominate frame time. We present Hierarchically Tiled Gaussian Splatting (HiGS), which gives each its own scale: partitioning runs over coarse macro-tiles, while rasterization runs over the fine render tiles within them. Rasterization work is then issued in proportion to the gaussians in each macro-tile rather than per tile, so dense regions spread across many parallel units instead of serializing through one. Across tested scenes, HiGS renders up to 15.8x faster than the original 3DGS and outperforms every other rasterizer we evaluate, while preserving exact front-to-back alpha compositing.
Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Builds on 30 of its 41 references that are in the map. First posted on arXiv 29 May 2026.
Builds on
30 of 41 references.
References · 30
- 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,029
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
- 2023Mip-Splatting: Alias-free 3D Gaussian Splattingcited by 661
- 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 420
- 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 365
- 2024gsplat: An Open-Source Library for Gaussian Splattingcited by 279
- 2023Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesiscited by 232
- 2024A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasetscited by 214
- 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 208
- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 198
- 2023EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingScited by 191
18 more
- 20243D Gaussian Ray Tracing: Fast Tracing of Particle Scenescited by 138
- 2024RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPScited by 110
- 2024StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Renderingcited by 107
- 2024Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitivescited by 90
- 20243DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splattingcited by 87
- 2024FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Renderingcited by 85
- 2023DISTWAR: Fast Differentiable Rendering on Raster-based Rendering Pipelinescited by 35
- 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
- 2025StochasticSplats: Stochastic Rasterization for Sorting-Free 3D Gaussian Splattingcited by 17
- 2024RetinaGS: Scalable Training for Dense Scene Rendering with Billion-Scale 3D Gaussianscited by 16
- 2026Faster-GS: Analyzing and Improving Gaussian Splatting Optimizationcited by 13
- 2024Balanced 3DGS: Gaussian-wise Parallelism Rendering with Fine-Grained Tilingcited by 12
- 2025TC-GS: A Faster Gaussian Splatting Module Utilizing Tensor Corescited by 12
- 2025GauRast: Enhancing GPU Triangle Rasterizers to Accelerate 3D Gaussian Splattingcited by 6
- 2025Efficient Differentiable Hardware Rasterization for 3D Gaussian Splattingcited by 5
- 2025GS-TG: 3D Gaussian Splatting Accelerator with Tile Grouping for Reducing Redundant Sorting while Preserving Rasterization Efficiencycited by 2
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Citing papers per year: 2026: 2.
2 papers.