{"ID":2876286,"CreatedAt":"2026-06-01T04:54:23.091178241Z","UpdatedAt":"2026-06-01T04:54:23.091178241Z","DeletedAt":null,"paper_url":"https://arxiv.org/abs/2509.00911","arxiv_id":"2509.00911","title":"GS-TG: 3D Gaussian Splatting Accelerator with Tile Grouping for Reducing Redundant Sorting while Preserving Rasterization Efficiency","abstract":"3D Gaussian Splatting (3D-GS) has emerged as a promising alternative to neural radiance fields (NeRF) as it offers high speed as well as high image quality in novel view synthesis. Despite these advancements, 3D-GS still struggles to meet the frames per second (FPS) demands of real-time applications. In this paper, we introduce GS-TG, a tile-grouping-based accelerator that enhances 3D-GS rendering speed by reducing redundant sorting operations and preserving rasterization efficiency. GS-TG addresses a critical trade-off issue in 3D-GS rendering: increasing the tile size effectively reduces redundant sorting operations, but it concurrently increases unnecessary rasterization computations. So, during sorting of the proposed approach, GS-TG groups small tiles (for making large tiles) to share sorting operations across tiles within each group, significantly reducing redundant computations. During rasterization, a bitmask assigned to each Gaussian identifies relevant small tiles, to enable efficient sharing of sorting results. Consequently, GS-TG enables sorting to be performed as if a large tile size is used by grouping tiles during the sorting stage, while allowing rasterization to proceed with the original small tiles by using bitmasks in the rasterization stage. GS-TG is a lossless method requiring no retraining or fine-tuning and it can be seamlessly integrated with previous 3D-GS optimization techniques. Experimental results show that GS-TG achieves an average speed-up of 1.54 times over state-of-the-art 3D-GS accelerators.","short_abstract":"3D Gaussian Splatting (3D-GS) has emerged as a promising alternative to neural radiance fields (NeRF) as it offers high speed as well as high image quality in novel view synthesis. Despite these advancements, 3D-GS still struggles to meet the frames per second (FPS) demands of real-time applications. In this paper, we...","url_abs":"https://arxiv.org/abs/2509.00911","url_pdf":"https://arxiv.org/pdf/2509.00911v2","authors":"[\"Joongho Jo\",\"Jongsun Park\"]","published":"2025-08-31T15:53:20Z","proceeding":"cs.AR","tasks":"[\"cs.AR\",\"cs.CV\"]","methods":"[]","has_code":false}
