Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting Acceleration

Fuente: arXiv
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Autores principales: Oh, Changhun, Oh, Seongryong, Hwang, Jinwoo, Kim, Yoonsung, Sharma, Hardik, Park, Jongse
Formato: Preprint
Publicado: 2025
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author Oh, Changhun
Oh, Seongryong
Hwang, Jinwoo
Kim, Yoonsung
Sharma, Hardik
Park, Jongse
author_facet Oh, Changhun
Oh, Seongryong
Hwang, Jinwoo
Kim, Yoonsung
Sharma, Hardik
Park, Jongse
contents 3D Gaussian Splatting (3DGS) rendering in real-time on resource-constrained devices is essential for delivering immersive augmented and virtual reality (AR/VR) experiences. However, existing solutions struggle to achieve high frame rates, especially for high-resolution rendering. Our analysis identifies the sorting stage in the 3DGS rendering pipeline as the major bottleneck due to its high memory bandwidth demand. This paper presents Neo, which introduces a reuse-and-update sorting algorithm that exploits temporal redundancy in Gaussian ordering across consecutive frames, and devises a hardware accelerator optimized for this algorithm. By efficiently tracking and updating Gaussian depth ordering instead of re-sorting from scratch, Neo significantly reduces redundant computations and memory bandwidth pressure. Experimental results show that Neo achieves up to 10.0x and 5.6x higher throughput than state-of-the-art edge GPU and ASIC solution, respectively, while reducing DRAM traffic by 94.5% and 81.3%. These improvements make high-quality and low-latency on-device 3D rendering more practical.
format Preprint
id arxiv_https___arxiv_org_abs_2511_12930
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting Acceleration
Oh, Changhun
Oh, Seongryong
Hwang, Jinwoo
Kim, Yoonsung
Sharma, Hardik
Park, Jongse
Hardware Architecture
Computer Vision and Pattern Recognition
3D Gaussian Splatting (3DGS) rendering in real-time on resource-constrained devices is essential for delivering immersive augmented and virtual reality (AR/VR) experiences. However, existing solutions struggle to achieve high frame rates, especially for high-resolution rendering. Our analysis identifies the sorting stage in the 3DGS rendering pipeline as the major bottleneck due to its high memory bandwidth demand. This paper presents Neo, which introduces a reuse-and-update sorting algorithm that exploits temporal redundancy in Gaussian ordering across consecutive frames, and devises a hardware accelerator optimized for this algorithm. By efficiently tracking and updating Gaussian depth ordering instead of re-sorting from scratch, Neo significantly reduces redundant computations and memory bandwidth pressure. Experimental results show that Neo achieves up to 10.0x and 5.6x higher throughput than state-of-the-art edge GPU and ASIC solution, respectively, while reducing DRAM traffic by 94.5% and 81.3%. These improvements make high-quality and low-latency on-device 3D rendering more practical.
title Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting Acceleration
topic Hardware Architecture
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2511.12930