# CaT-GS: Efficient 3DGS Rendering for Large Scale Scenes via Inter-frame Caching and Tile Scheduling

arXiv: https://arxiv.org/abs/2607.17842 · HTML: https://mlsanity.com/paper/2607.17842/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 24 of its 36 references that are in the map.
- First posted on arXiv 20 Jul 2026.

## Builds on (most cited first, 24 of 24)

- [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)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes](https://mlsanity.com/paper/2312.07920/) (2023)
- [gsplat: An Open-Source Library for Gaussian Splatting](https://mlsanity.com/paper/2409.06765/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS](https://mlsanity.com/paper/2403.13806/) (2024)
- [PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting](https://mlsanity.com/paper/2406.10219/) (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)
- [CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splatting](https://mlsanity.com/paper/2404.09458/) (2024)
- [SplatAD: Real-Time Lidar and Camera Rendering with 3D Gaussian Splatting for Autonomous Driving](https://mlsanity.com/paper/2411.16816/) (2024)
- [LP-3DGS: Learning to Prune 3D Gaussian Splatting](https://mlsanity.com/paper/2405.18784/) (2024)
- [AdR-Gaussian: Accelerating Gaussian Splatting with Adaptive Radius](https://mlsanity.com/paper/2409.08669/) (2024)
- [Sort-free Gaussian Splatting via Weighted Sum Rendering](https://mlsanity.com/paper/2410.18931/) (2024)
- [Compression in 3D Gaussian Splatting: A Survey of Methods, Trends, and Future Directions](https://mlsanity.com/paper/2502.19457/) (2025)
- [F-3DGS: Factorized Coordinates and Representations for 3D Gaussian Splatting](https://mlsanity.com/paper/2405.17083/) (2024)
- [StochasticSplats: Stochastic Rasterization for Sorting-Free 3D Gaussian Splatting](https://mlsanity.com/paper/2503.24366/) (2025)
- [GGS: Generalizable Gaussian Splatting for Lane Switching in Autonomous Driving](https://mlsanity.com/paper/2409.02382/) (2024)
- [StreamGS: Online Generalizable Gaussian Splatting Reconstruction for Unposed Image Streams](https://mlsanity.com/paper/2503.06235/) (2025)
- [SafeguardGS: 3D Gaussian Primitive Pruning While Avoiding Catastrophic Scene Destruction](https://mlsanity.com/paper/2405.17793/) (2024)
- [GauRast: Enhancing GPU Triangle Rasterizers to Accelerate 3D Gaussian Splatting](https://mlsanity.com/paper/2503.16681/) (2025)
- [You Only Render Once: Enhancing Energy and Computation Efficiency of Mobile Virtual Reality](https://mlsanity.com/paper/2506.15183/) (2025)

## Abstract (arXiv)

Recent breakthroughs in 3D Gaussian Splatting (3DGS) have advanced neural rendering with high fidelity and speed. However, its performance degrades significantly in large-scale scenes due to the computational burden of tile-based rasterization. Existing optimization efforts either require costly scene re-training or focus on narrow aspects of the pipeline, overlooking critical inefficiencies in real-world deployments. Through a comprehensive analysis, we identify three primary sources of redundancy and low GPU utilization: redundant inter-frame pre-processing, viewpoint-based occlusion redundancy, and severe tile-level load imbalance. To address these issues, we propose CaT-GS, a novel and efficient 3DGS rendering pipeline. CaT-GS introduces a speculative multi-frame preprocessing method to eliminate redundant computations across consecutive frames, and an inter-frame caching mechanism to eliminate viewpoint redundant rendering stages. Furthermore, it refactors rasterization tasks with a dedicated kernel to mitigate tile load imbalance, significantly boosting GPU utilization. Extensive experiments demonstrate that CaT-GS achieves a speedup of up to 10 times over the original 3DGS and up to 70% over previous state-of-the-art methods, establishing a new benchmark for high-fidelity, real-time rendering of large-scale scenes.
