# Local-GS: Accelerating 3D Gaussian Splatting via Tile-Local Warp Coherence

arXiv: https://arxiv.org/abs/2606.16566 · HTML: https://mlsanity.com/paper/2606.16566/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 32 of its 41 references that are in the map.
- First posted on arXiv 15 Jun 2026.

## Builds on (most cited first, 30 of 32)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [Recent Advances in 3D Gaussian Splatting](https://mlsanity.com/paper/2403.11134/) (2024)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering](https://mlsanity.com/paper/2408.07967/) (2024)
- [3D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunities](https://mlsanity.com/paper/2407.17418/) (2024)
- [HAC++: Towards 100X Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2501.12255/) (2025)
- [On Scaling Up 3D Gaussian Splatting Training](https://mlsanity.com/paper/2406.18533/) (2024)
- [FastGS: Training 3D Gaussian Splatting in 100 Seconds](https://mlsanity.com/paper/2511.04283/) (2025)
- [AdR-Gaussian: Accelerating Gaussian Splatting with Adaptive Radius](https://mlsanity.com/paper/2409.08669/) (2024)
- [Compression in 3D Gaussian Splatting: A Survey of Methods, Trends, and Future Directions](https://mlsanity.com/paper/2502.19457/) (2025)
- [Optimized Minimal 3D Gaussian Splatting](https://mlsanity.com/paper/2503.16924/) (2025)
- [RadarSplat: Radar Gaussian Splatting for High-Fidelity Data Synthesis and 3D Reconstruction of Autonomous Driving Scenes](https://mlsanity.com/paper/2506.01379/) (2025)
- [Mobile-GS: Real-time Gaussian Splatting for Mobile Devices](https://mlsanity.com/paper/2603.11531/) (2026)
- [Balanced 3DGS: Gaussian-wise Parallelism Rendering with Fine-Grained Tiling](https://mlsanity.com/paper/2412.17378/) (2024)
- [TC-GS: A Faster Gaussian Splatting Module Utilizing Tensor Cores](https://mlsanity.com/paper/2505.24796/) (2025)
- [FlexGaussian: Flexible and Cost-Effective Training-Free Compression for 3D Gaussian Splatting](https://mlsanity.com/paper/2507.06671/) (2025)
- [GCC: A 3DGS Inference Architecture with Gaussian-Wise and Cross-Stage Conditional Processing](https://mlsanity.com/paper/2507.15300/) (2025)
- [SeeLe: A Unified Acceleration Framework for Real-Time Gaussian Splatting](https://mlsanity.com/paper/2503.05168/) (2025)
- [MemGS: Memory-Efficient Gaussian Splatting for Real-Time SLAM](https://mlsanity.com/paper/2509.13536/) (2025)
- [CityGo: Lightweight Urban Modeling and Rendering with Proxy Buildings and Residual Gaussians](https://mlsanity.com/paper/2505.21041/) (2025)
- [Prune Wisely, Reconstruct Sharply: Compact 3D Gaussian Splatting via Adaptive Pruning and Difference-of-Gaussian Primitives](https://mlsanity.com/paper/2602.24136/) (2026)
- [NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting](https://mlsanity.com/paper/2511.19202/) (2025)

## Built on by (most cited first, 1 of 1)

- [From Splats to Silicon: Rethinking Computational Efficiency of 3DGS](https://mlsanity.com/paper/2609.06157/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) has significantly advanced real-time novel view synthesis by representing scenes as dense collections of anisotropic 3D Gaussian primitives. However, the irregular spatial distribution of Gaussians often leads to poor GPU utilization, as warp divergence and redundant computation degrade rendering performance. To address this, we present Local-GS, a warp-coherent rendering paradigm that, organizes Gaussian primitives with respect to SIMT (Single Instruction, Multiple Threads) execution boundaries rather than scene geometry. Specifically, we propose three warp-coherent stages: a hoisting stage that precomputes shared parameters at tile level, a culling stage that discards warps with no contribution, and a blending stage that replaces per-pixel branching with a uniform instruction stream. Across extensive benchmarks on multiple datasets, Local-GS improves efficiency without compromising quality. As a plug-and-play optimization, it provides additional performance gains to all tested baselines, culminating in a 7.76× speedup on Deep Blending scenes.
